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Town of Wyvern Falls


Wyvern Peak, a prominent feature of Mt. Lasse' Amon, an ancient dormant supervolcano, rises majestically amidst the rugged landscape of the Vale. Its towering presence casts a protective shadow over the village of Wyvern Falls, which nestles at the mountain's base. Centuries ago, this village was a bustling mining outpost, home to the renowned Wyvern Peak Hematite Mine. However, mysterious occurrences in the mines led to their closure, and over time, Wyvern Falls transitioned into a tranquil farming community.

When war ravaged the Vale, the King of Arethane dispatched Elven engineers to aid in rebuilding its devastated communities. Hand-picked citizens were chosen to inhabit the Vale, transforming it into a thriving farming and sheep ranching region, an endeavor well-suited to its natural resources. Today, Wyvern Falls stands as a picturesque village where Elves and Humans live in harmony, blending their homes seamlessly with nature and using magic to enhance the land's beauty and productivity. Prominent Features of the Vale and Wyvern Falls

  • The Vale is encircled by dense woodlands and mountain slopes, providing a natural barrier and habitat for diverse wildlife. The trees here are ancient and towering, their thick canopies creating dappled sunlight on the forest floor. The forest teems with life, from chirping birds and rustling critters to the occasional sighting of a majestic stag or elusive fox.
  • The farmland is a vibrant mosaic of fields growing a variety of crops. These fields follow the natural contours of the land, creating a beautiful and efficient layout. Elves and Humans work side by side, utilizing both traditional and magical farming techniques to ensure bountiful harvests. The golden waves of grain, rows of colorful vegetables, and lush orchards are a testament to their hard work and collaboration.
  • A network of small streams, ponds, and the Gryphon River ensures ample water supply for irrigation and supports a thriving aquatic ecosystem. These water sources are enchanted to remain pure and abundant, their crystal-clear waters reflecting the surrounding greenery. Fish dart beneath the surface, and frogs croak melodiously from the banks, adding to the tranquil ambiance.
  • The homes in the Wyvern Falls are refective of the Vale, beeing originally human-built, and having been reconstructed by Elves after the war. Made from natural materials like wood and stone, these homes are often built into the landscape itself. Roofs are covered with moss and flowering plants, and walls are adorned with intricate carvings. The Elves use sustainable farming techniques, such as crop rotation, permaculture principles, and magical enhancements, to maintain soil fertility and crop health. Their homes are a blend of functionality and artistry, each one a unique expression of harmony with nature.

The village is characterized by its rolling hills, lush forests, and fertile fields. Stone and timber cottages dot the landscape, their thatched roofs and blooming gardens adding to the village's charm. Sheep graze on the verdant hillsides, tended by shepherds who sing age-old tunes to their flocks. The sound of rushing water from the falls and the gentle rustling of leaves create a soothing symphony that underscores the village's serene ambiance.

Wyvern Falls is more than just a place; it's a community where Elves and Humans live, work, and thrive together. The village square bustles with activity during market days, where farmers and artisans sell their goods, children play, and neighbors catch up on the latest news. The communal spirit is strong, with festivals and gatherings held regularly to celebrate the changing seasons and the bounties of the land.

This harmonious environment, where nature and magic coexist seamlessly, is a testament to the resilience and adaptability of the villagers. Despite the challenges they have faced, the people of Wyvern Falls have created a sanctuary of peace and prosperity, a place where the past is honored, and the future is bright.

Town Features

  • Merchants: The town has a few merchants selling a variety of goods, mostly fresh produce, herbs and Mutton and Wool. The town is a quiet place wherepeople go about their business and live their lives.
  • Seldarine Temple and Local Healer: The village has a healer and a small Seldarine Temple with priests who use their knowledge of herbs and magic to treat wounds and illnesses. The temple is a sanctuary of peace and recovery, with healing gardens and serene environments.
  • Gryphon River: The river is a vital lifeline for Wyvern Falls, providing water for drinking, irrigation, and transport.
  • Inns and Taverns: Wyvern Falls boasts 1 inn where travellers can rest, eat, and share stories. These establishments are known for their hospitality and often host bards and entertainers.
  • Festivals and Events: The town regularly holds festivals celebrating the seasons, historical events, and cultural traditions. These events are opportunities for the community to come together, celebrate, and strengthen their bonds.
  • Trade and Cooperation: The Farmers of the Vale supply Jordaine with fresh produce, herbs, and crafted goods, the town provides a market for trade and a place for all to acquire materials and items they do not produce.
  • Cultural Exchange: The integration has led to a rich cultural exchange, with Humans and Elves learning from each other's traditions and practices. This blending of cultures is evident in the town's festivals, architecture, and daily life.

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GM Section -Unless you are the Game Master running this Adventure, do not read any further! The following adventure is part of a several adventure set in the vale for a Game Master to run for his/her gaming party and to read further, if not a Game Master, will ruin the fun for you and your fellow players as well as your Game Master!

Village of Wyvern Falls

  1. Truemark Farm:

    Truemark Farm, The largest farm in Wyvern Falls, is a testament to the collaboration between Human resilience and Elven grace. Originally a simple wooden cottage, the farm has been enhanced with Elven architectural features and magical touches, creating a harmonious and productive living space for the Truemark family. The original structure of Truemark Farm was a basic wooden cottage, reflecting the practical and sturdy construction typical of Human architecture. Elven additions include airy balconies, translucent trellises, and natural camouflage that helps the house blend seamlessly with its surroundings. The exterior is decorated with mountain flowers, giving it a vibrant and welcoming appearance. The house features an open design with large windows and doors that allow breezes to cool the interior, making it comfortable throughout the seasons. The windows are framed with delicate Elven carvings, depicting scenes of nature and harmony. Adjacent to the farmhouse stands a sturdy barn (1a). Seraphina Truemark, a Half Elf farmer in his early 140s, and Seraphina, his Elven wife of 38, are the head of the Truemark family. Seraphina Truemark's knowledge of Elven agricultural techniques combined with Seraphina's understanding of Human farming methods make them a formidable team in the communal farm efforts. Kellen Truemark, their son,is a spirited young man of 15 who is eager to learn both Human and Elven farming techniques. He helps his parents with the daily chores and shows a particular interest in cultivating rare herbs and plants. Their daughter, Seren, is a curious and adventurous girl of 12. She loves exploring the farm and learning about the different plants and animals that inhabit the Vale. Truemark Farm is part of the larger communal farming effort in the Vale. The family grows a variety of crops, including grains, vegetables, and herbs, using a mix of traditional and magical farming techniques. The Truemark family actively participates in cultural exchanges, sharing their knowledge of farming and agriculture with their neighbors. They host seasonal festivals and gatherings, celebrating the harvest and fostering a sense of community. The farm is a model of sustainable agriculture, incorporating Elven practices that enhance soil fertility, water conservation, and biodiversity. The Truemark family is dedicated to preserving the natural beauty of the Vale and ensuring the health of the land for future generations.

  2. Velithor Residence:

    The Velithor Residence often refered to as the Starlight Haven is a picturesque homestead in the Vale, blending Human sturdiness with Elven ethereality. Once a basic timber-framed house with a thatched roof, it now features Elven enhancements like vine-covered walls and improved structural support. The garden has been expanded and includes a variety of herbs, flowers, and a small pond. The original structure is a simple yet sturdy timber-framed house, reflecting the traditional Human craftsmanship of Wyvern Falls. The Elves have added structural improvements and aesthetic touches, including elegant arches, vine-covered walls, and intricate wood carvings. The house now exudes a sense of grace and harmony with nature. The garden of Starlight Haven has been expanded to include a diverse array of herbs and flowers. This garden is a source of both beauty and practical herbs used in various healing and cooking recipes. Rylan Velithor, an moon Elf herbalist in his early 400s, and Eilistrae, his wife, live in Starlight Haven. Rylan is known for his knowledge of herbs and natural remedies, while Eilistrae is a skilled healer who uses both magic and natural means to aid those in need. Their 48-year-old daughter, Elara, has inherited her parents' skills and interests. She is an apprentice healer, combining her father's knowledge of herbs with her mother's magical talents. Elara is also a talented musician, often playing her harp in the evenings to soothe and entertain the family and neighbors. Their 35-year-old son, Kael, is an aspiring ranger who loves exploring the forests and learning about the wildlife. He helps his father gather herbs and enjoys crafting simple herbal remedies. Kael dreams of protecting the Vale and its inhabitants from any threats. Starlight Haven serves as a center for herbalism and healing in Wyvern Falls. Rylan and Eilistrae offer their services to the community, providing remedies and healing potions, as well as treating injuries and illnesses with a combination of natural and magical methods. Elara often hosts musical gatherings in the garden, where she plays her harp and sings. These gatherings foster a sense of community and provide a peaceful respite from the daily routines of the Vale's residents. Rylan and Eilistrae plan to establish a small healing sanctuary adjacent to their home, where they can provide more extensive care and training for those interested in herbalism and healing. This sanctuary will include a larger herb garden and dedicated healing spaces.

  3. Eldertree Residence:

    The Eldertree Estate is a serene retreat nestled within Wyvern Falls, blending elven sophistication with the tranquility of nature. This estate serves as a testament to the harmonious coexistence between elves and the natural world. The estate is ensconced within the shadow of an ancient Oak, it's branches intertwined to form a canopy that filters sunlight into dappled patterns upon the estate grounds. Moss-covered stone pathways wind through meticulously tended gardens, where vibrant flowers and aromatic herbs thrive under the nurturing touch of elven caretakers. The main residence of Eldertree Estate is a marvel of elven architecture, built from locally sourced timber and stone. Graceful archways and intricately carved wooden beams reflect the timeless craftsmanship of the elves, while large windows framed with delicate vine motifs invite the oak's beauty inside. Eldrin Eldertree, the patriarch of the family, is known for his wisdom and dedication to preserving elven traditions and the natural beauty of Wyvern Falls. His wife Elara is renowned for her botanical expertise and nurturing spirit, responsible for cultivating the vibrant gardens of Eldertree Estate. Lorien the eldest son and heir to Eldertree Estate, a skilled artisan and diplomat who oversees cultural exchanges and environmental initiatives. Ariana, Lorien's wife is an aspiring herbalist and healer who often works with Eilistrae Velithor Thalion, Eldrin's econd son, a ranger and nature guide who leads nature walks through the estate's woodlands, sharing his knowledge of Wyvern Falls's wildlife and natural wonders. Mirelle, Eldrin's sister, is part owner of the Stitch & Vine and is a talented weaver and artist. Descendants of the esteemed Noble House Arirahd {Silverleaf}, a lesser branch of the Royal House Ariquis of Arethane. They are revered for their stewardship of Wyvern Falls's natural resources and their dedication to promoting harmony between elves and the natural world. The Eldertree family is committed to implementing sustainable farming practices and conservation efforts across the Vale. They prioritize biodiversity, ensuring that the the Vale remains a haven for wildlife and a sanctuary for elven traditions.

  4. Moonshadow Lodge:

    Moonshadow Lodge is a unique residence in the Vale, representing a fusion of Human, Elven, and Gnome cultures. Originally a quaint stone cottage, the lodge has been transformed with Elven elegance and Gnomish ingenuity, creating a home that is both charming and innovative. The original structure was a solid stone cottage with a pitched roof and sturdy wooden beams, reflecting traditional Human craftsmanship. The Elves added graceful wood carvings and airy verandas, while the Gnomes contributed whimsical details, clever mechanical features, and colorful decorations. The result is a home that is both aesthetically pleasing and full of delightful surprises. The garden surrounding Moonshadow Lodge is a mix of Elven elegance and Gnomish playfulness, with meticulously arranged flower beds, winding paths, hidden nooks, and small, playful features. Eldon Moonshadow, a Gnome inventor, and Aeloria, his Moon Elf wife, live in Moonshadow Lodge. Eldon is known for his mechanical creations and innovative designs, while Aeloria is a skilled artisan, creating beautiful works of art and functional items with equal ease. Moonshadow Lodge is a hub of creativity and innovation in Wyvern Falls. Eldon's mechanical creations and Aeloria's artistic works are highly valued by the community, contributing to both practical needs and aesthetic beauty.

  5. Amberwind Residence:

    Amberwind Retreat is a serene Elven residence in the Vale, known for its tranquil atmosphere and natural beauty. This home exemplifies the Elven harmony with nature, seamlessly blending into the surrounding landscape. The original structure was a simple Human-made stone and timber cottage with a sloping roof and a small porch. The Elves transformed the cottage with graceful wooden eaves, intricately carved doorways, and large, arched windows. The house is surrounded by living wood, with branches and vines integrated into the structure to create a natural canopy. Althaea Amberwind, a skilled Elven Ranger, and her husband Laeroth, a master Druid, reside in Amberwind Retreat. Both are retired adventurers and have settled in Wyvern Falls to live out their lives in peace and Harmony, Their 20-year-old daughter, Ellian, is an aspiring musician who plays the harp and flute. She often performs in the garden, creating an enchanting ambiance for visitors. Their 18-year-old son, Thalan, is a budding druid, studying the magical properties of plants. He assists his father with the garden and experiments with creating new hybrid plants.

  6. Crubisher Residence:

    Crubisher Home is a serene and elegant residence nestled amidst the verdant beauty of the Vale. As a gray elf dwelling, it embodies the grace, harmony, and connection to nature that define Elven culture. The home features graceful lines, curved arches, and intricate carvings that reflect the timeless beauty of Elven craftsmanship. The building is constructed from natural materials such as wood, stone, and living vines, blending seamlessly with its surroundings. The residence is designed to coexist harmoniously with nature, with large windows that frame breathtaking views of the River. The interior is filled with sunlight during the day and bathed in the soft glow of moonlight at night. Eldarion Crubisher, The Mayor's Brother, is a skilled archer and ranger, and Aeris, a talented mage, are the proud owners of Crubisher Haven. They are both deeply connected to the natural world and share a love for the tranquility and beauty of the Vale. Their son, Aranis, is a young elf who is eager to explore the mysteries of the forest and learn the ways of his people. He spends much of his time practicing archery, studying herbalism, and communing with the spirits of nature. Eldarion shares his knowledge of archery and wilderness survival with the community, offering training sessions for aspiring rangers and adventurers. He also acts as a protector of the Vale, patrolling the area to ensure its safety.

  7. Sunefaer Residence:

    Sunefaer home is a splendid Elven residence nestled near the Heart of Wyvern Falls, radiating with the timeless beauty and grace of Elven architecture and craftsmanship. It is a testament to Elven craftsmanship, constructed from ethereal white stone that seems to shimmer in the sunlight. The architecture features elegant arches, slender pillars adorned with intricate leaf patterns, and sweeping rooftop that mimic the natural contours of the surrounding landscape. The residence seamlessly integrates with its natural surroundings. Enchanted vines climb the walls, blooming with radiant flowers in vibrant hues of gold, amber, and crimson. Galadriel Sunefaer is the esteemed matriarch of the Sunefaer family, known for her keen insight and deep connection to the natural world. She is a High Priestess of the Seldarine, offering her services not only to her family but also to the broader community. Celeborn is Galadriel's spouse, a skilled artisan and sculptor whose works adorn the halls of Sunefaer Glade with intricate depictions of Elven lore and natural wonders. Their adult children, Lorien and Arwen, are accomplished in their own right. Lorien is a gifted Warrior/Bard, renowned for his haunting melodies that echo through the glades, while Arwen is also a Priestess of the Seldarine

  8. Morning Glory Bakery:

    Morning Glory Bakery is a charming establishment located in the Heart of Wyvern Falls (the Heart is what the village has named thier small Market Square), and is known for its warm atmosphere, delightful aromas, and mouthwatering array of freshly baked goods. Morning Glory Bakery occupies a cozy corner of Wyvern Falls, its façade adorned with wooden beams and a cheerful sign depicting a golden sun rising over rolling hills, symbolizing the promise of a new day and freshly baked delights. Stepping inside, visitors are greeted by the comforting scent of freshly baked bread and pastries. The interior is adorned with shelves of artisanal loaves, racks of golden croissants, and displays of delectable cakes and pies. At the center of Morning Glory Bakery is a large stone Hearth where skilled bakers knead dough and carefully tend to trays of bread, filling the air with the irresistible aroma of baking. The bakery's inviting ambiance and communal tables make it a popular gathering place for locals to share news, stories, and the simple joy of freshly baked treats over a cup of steaming tea. Morning Glory Bakery is renowned for its signature sourdough loaves, crafted using a secret family recipe that has been passed down through generations. Indulge in an assortment of flaky croissants, buttery danishes, and decadent pastries filled with seasonal fruits or rich chocolate. The bakery also specializes in creating beautifully decorated cakes for special occasions such as weddings, birthdays, and festivals, each one a work of art that delights both the eyes and taste buds. Elara Morningstar is a talented and passionate baker with a warm smile and a dedication to perfection. Her expertise and creativity infuse each creation with love and care, ensuring that every customer leaves with a smile.

  9. Stitch & Vine

    Owned by Mirelle Eldartree and Elowen Quenlaer, the Stitch & Vine is a prestigious tailor shoppe located in the bustling Heart of Wyvern Falls, renowned for its exquisite craftsmanship, attention to detail, and impeccable service. Stitch & Vine boasts a façade adorned with intricate wood carvings depicting threads weaving through needles, symbolizing the artistry and precision of fine tailoring. The shop's sign is emblazoned with a silver needle and a spool of thread, marking it as a beacon of quality and elegance. Upon entering, customers are greeted by a spacious and elegantly decorated interior. Soft lighting illuminates shelves lined with bolts of fine fabrics in a kaleidoscope of colors and textures, from delicate silks to sturdy wools. The pride of Stitch & Vine is its bustling workshop, where skilled tailors meticulously cut, sew, and stitch garments with a blend of traditional techniques and innovative designs. The air is filled with the rhythmic hum of sewing machines and the occasional snip of fabric. Private fitting rooms are discreetly tucked away, offering clients a comfortable and personalized experience as they try on custom-tailored garments. Stitch & Vine specializes in creating bespoke garments tailored to each client's unique measurements and preferences. From elegant evening gowns and sharp suits to intricate costumes and ceremonial robes, every piece is crafted with precision and artistry. In addition to custom tailoring, the shoppe offers expert alterations and meticulous repairs, ensuring that every garment fits perfectly and maintains its pristine condition over time. The master tailors at Stitch & Vine provide personalized consultations, guiding clients through fabric selections, design choices, and style preferences to create garments that reflect their individuality and sophistication. Elowen Quenlaer the second of the esteemed proprietors of Stitch & Vine, is known for her impeccable taste, mastery of the craft, and unwavering commitment to excellence. With a keen eye for detail and a passion for fashion, she oversees every aspect of the shoppe's operations. She originated from Terradryn and has made dresses for the Queen. Mirelle and Elowen mentor a small but dedicated team of apprentices and skilled assistants who share her dedication to craftsmanship and customer satisfaction. Together, they uphold the shoppe's reputation for unparalleled quality and service.

  10. Rancher's Guild Hall:

    Known as the Silverhoof Lodge, the esteemed headquarters of the Rancher's Guild in the Vale, serves as a hub for ranchers and herders who play a vital role in the community's livelihood and culture. Silverhoof Lodge is an impressive structure crafted from local timber and stone, blending rustic charm with practicality. The lodge features sturdy wooden beams, a grand stone fireplace, and large windows that offer sweeping views of the surrounding area. The interior of Silverhoof Lodge is designed to accommodate both administrative functions and communal gatherings. It includes spacious meeting halls, offices for guild officials, and cozy lounges where ranchers can relax and share stories after a day's work. Above the entrance, a weathered wooden sign proudly displays the emblem of the Rancher's Guild—a stylized hoofprint surrounded by oak leaves, symbolizing strength, resilience, and the bond between ranchers and the land they steward. Silverhoof Lodge hosts regular guild meetings where ranchers convene to discuss industry trends, share knowledge, and collaborate on initiatives to promote sustainable ranching practices and community welfare. The lodge offers workshops and training sessions on livestock management, animal husbandry techniques, and pasture management, empowering ranchers with the skills and knowledge needed to thrive in their profession. Periodically, Silverhoof Lodge transforms into a bustling marketplace where ranchers gather to buy, sell, and trade livestock, ensuring the prosperity of the local economy and fostering camaraderie among guild members. Thaladir Oaekynt is the esteemed leader of the Rancher's Guild, renowned for his wisdom, fair judgment, and deep-rooted commitment to the welfare of ranchers and their families. Under his guidance, the guild advocates for policies that support sustainable ranching practices and environmental conservation. Assisting the Guildmaster is a council of experienced ranchers and industry experts who volunteer their time to address challenges facing the ranching community and implement initiatives that benefit all member.

  11. Dartham Farm:

    Dartham Farm is a picturesque homestead nestled in the fertile lands of the Vale, renowned for its dedication to sustainable farming practices and its role in supplying the community with fresh produce and dairy products. Dartham Farm encompasses rolling fields of green, dotted with neat rows of crops and grazing pastures for cattle. A rustic farmhouse, built from locally quarried stone and timber, serves as the centerpiece of the property, exuding warmth and tranquility. The farmhouse at Dartham Farm features a spacious veranda adorned with hanging baskets of flowers, providing a peaceful spot for the family to enjoy panoramic views of the surrounding countryside. A well-tended garden bursts with vibrant blooms and aromatic herbs, enhancing the homestead's charm. Adjacent to the farmhouse stands a sturdy red barn (11a), its doors wide open to welcome the comings and goings of livestock and farm equipment. Dartham Farm cultivates a variety of crops suited to the Vale's climate, including wheat, barley, vegetables, and fruits such as apples and berries. Crop rotation and organic fertilizers are employed to maintain soil health and yield nutritious harvests. The farm is home to a herd of dairy cows, prized for their rich milk used to produce artisanal cheeses and creamy butters. Pastures are managed with rotational grazing techniques to promote healthy grazing lands and minimize environmental impact. Eldric and Elara Dartham are the hardworking owners of Dartham Farm, known for their deep connection to the land and their commitment to sustainable agriculture. Eldric oversees the crop cultivation and livestock management, while Elara tends to the farmhouse and gardens, ensuring a welcoming atmosphere for visitors. Their children, Eamon and Elowen, actively participate in farm activities, learning the traditions and skills passed down through generations. Eamon shows a knack for animal husbandry, while Elowen displays a talent for gardening and floral arrangement. Dartham Farm participates in the weekly farmers' market in Wyvern Falls, offering freshly harvested produce, dairy products, and homemade preserves to local residents. The farm's stall is a popular destination for those seeking wholesome, locally sourced foods.

  12. Kelbane's Residence:

    The Kelbane's Residence stands as a testament to elven craftsmanship and harmony with nature. Home to the esteemed Kelbane family, this residence blends traditional elven aesthetics with modern comforts. Kelbane's Residence is a marvel of elven architecture, crafted from shimmering silverstone and adorned with intricate wood carvings that depict scenes from elven folklore and nature. The manor's graceful lines and sweeping arches harmonize seamlessly with the surrounding area. The highlight of Kelbane's Residence is its grand hall, featuring vaulted ceilings and tall windows that flood the space with natural light. Elven tapestries and sculptures adorn the walls, celebrating the family's heritage and connection to the land. Aerandir is the esteemed patriarch of the Kelbane family, known for his wisdom, diplomacy, and dedication to preserving elven traditions. As a respected elder in the community, he serves as an advisor on matters of governance and cultural preservation. Mirelle, Aerandir's Wife, is known for her grace and generosity, overseeing the manor's household affairs with elegance and efficiency. She is a patron of the arts and hosts gatherings that celebrate elven culture, fostering camaraderie among friends and allies. The Kelbane family includes their children, Eldarin and Elowyn, who are eager to uphold their family's legacy. Eldarin shows promise as a skilled diplomat and scholar of ancient lore, while Elowyn displays a talent for archery and an affinity for magical studies. The Kelbane's Residence boasts a vast library filled with ancient tomes, scrolls, and manuscripts on elven history, magic, and philosophy. Scholars and visitors alike are welcome to study and contribute to the collection, preserving knowledge for future generations. Within the manor's grounds are workshops where elven artisans create exquisite works of art, from intricate jewelry and ceremonial weapons to enchanted items imbued with elven magic. These creations are cherished as symbols of elven craftsmanship.

  13. Whispering Soles:

    Whispering Soles is a quaint cobbler's shop nestled in the Heart of Wyvern Falls's bustling market district. Known for its craftsmanship and personalized service, Whispering Soles has been a staple in the community for generations, catering to the footwear needs of both locals and travelers alike. Whispering Soles occupies a cozy storefront with a rustic facade adorned with hanging baskets of trailing ivy and pots of fragrant herbs. The shop's sign, painted in warm earth tones, features an image of a cobbling hammer and a pair of shoes, hinting at the artisanal work done within. Upon entering Whispering Soles, customers are greeted by the warm aroma of leather and the soft glow of lanterns casting gentle light over shelves lined with neatly arranged shoes and boots. The air is filled with the rhythmic tapping of hammers and the occasional hum of a sewing machine. Beyond the display area, a workshop hums with activity. Leather hides of various colors and textures hang from wooden racks, while shelves are stocked with tools of the trade; hammers, awls, stitching needles, and spools of thread. A large workbench takes center stage, where the cobbler meticulously repairs and crafts footwear. Whispering Soles specializes in crafting custom-made shoes and boots tailored to each customer's measurements and preferences. From sturdy work boots to elegant evening shoes, every pair is crafted with attention to detail and quality craftsmanship. The shop excels in shoe repairs, from replacing worn-out soles and heels to stitching up torn seams. The cobbler Venton Yost, is a Human that uses traditional techniques and high-quality materials to ensure shoes are restored to their former glory, extending their lifespan for years to come. Customers are invited to consult with the cobbler on their footwear needs. Whether it's finding the perfect fit or discussing design options, personalized service is at the soul of Whispering Soles' commitment to customer satisfaction. The cobbler at Whispering Soles is a respected member of the community, known not only for skillful craftsmanship but also for their friendly demeanor and reliability. They participate in local events and support charitable initiatives, demonstrating a commitment to giving back to the community. Whispering Soles takes pride in passing down the art of cobbling to the next generation. The shop offers apprenticeships to young enthusiasts eager to learn the trade, ensuring that traditional craftsmanship continues to thrive in Wyvern Falls.

  14. Evergreen Hall:

    Evergreen Hall stands proudly next to the the Heart of Wyvern Falls, a testament to the union of human craftsmanship and elven refinement. Home to the esteemed Mayor Thalron Crubisher of Wyvern Falls, this stately manor serves as a beacon of leadership and community in this part of the Vale. Evergreen Hall is a two-story manor originally constructed from sturdy timber and stone, showcasing elegant elven additions such as silver-veined marble accents and intricate wood carvings depicting local flora and fauna. The roof features gracefully arched eaves and a weathered copper cupola, blending human resilience with elven grace. Surrounding Evergreen Hall are lush gardens designed with a mix of native plants and elven flora. Evergreenr bushes line the pathways, shimmering in the sunlight, while starlilies and moonblossoms add a touch of ethereal beauty to the landscape. Inside, Evergreen Hall boasts spacious rooms adorned with tapestries depicting historical events and landscapes of the Vale. Polished wooden floors reflect the light streaming through tall, arched windows. The furnishings combine human craftsmanship with elven elegance, creating a welcoming and dignified atmosphere. Thalron Crubisher is the esteemed mayor of Wyvern Falls, a gray elf known for his wisdom, diplomacy, and dedication to the welfare of the community. His leadership ensures that Wyvern Falls remains a thriving center of trade, culture, and cooperation. Seraphina Crubisher, the mayor's spouse, is a gracious hostess and philanthropist who oversees the manor's household affairs with charm and efficiency. She is admired for her support of local arts and charitable initiatives. The Crubisher family includes their children, Anwyn and Valorian. Anwyn is a skilled diplomat and advocate for elven-human relations, while Valorian is known for his talent in music and art, enriching community gatherings with his performances. Evergreen Hall serves as a venue for town meetings, diplomatic receptions, and cultural events, fostering unity and collaboration among the residents of Wyvern Falls. Mayor Crubisher actively engages with townsfolk to address their concerns and promote civic pride.

  15. Dover's Residence:

    The Dover's Residence is a newly constructed residence, blending traditional human architecture with elven aesthetics. It stands as a testament to the Dover family's commitment to harmonious living and cultural integration within the Vale. It is a two-story structure built from locally sourced stone and timber, reflecting the practical craftsmanship of the humans in the Vale. Elven artisans have enhanced its design with elegant touches, including intricately carved wooden balconies adorned with sun motifs and translucent trellises that catch the light. Inside, spacious rooms are illuminated by large windows framed with delicate carvings, allowing natural light to flood the living spaces. The interior is furnished with a mix of handcrafted wooden furniture and elven-inspired decor, offering comfort and sophistication. Elsbet is a respected Mindmage in Wyvern Falls and Aran, her husband is a skilled artisan specializing in woodworking and craftsmanship. He crafts fine furniture and decorative items that showcase his dedication to preserving both human and elven traditions in their home. The Dover family includes their children, Alara and Rylan. Alara has a talent for painting and storytelling, capturing the beauty of the Vale in her artwork. Rylan, a toddler shows great promise at coloring and finger painting.

  16. Shardfew's Farm:

    Shardfew's Farm is a picturesque homestead nestled in the fertile lands of the Vale, surrounded by rolling hills and verdant meadows. Originally established by the Shardfew family generations ago, the farm is one of the few that remain from before the war and has been lovingly tended to over the years. Shardfew's Farm serves as both a productive agricultural hub and a tranquil haven for its inhabitants. The farmstead reflects a harmonious integration of human and elven influences, with sustainable farming methods and a deep connection to the natural world. The farmhouse itself is a modest yet sturdy structure, built from locally sourced stone and timber. Recent elven renovations have added delicate wooden carvings depicting pastoral scenes and intricate floral patterns to the facade. The roof is adorned with living vines that bloom with vibrant flowers in the spring and summer months. Thalron is the patriarch of the Shardfew family, known for his deep respect for the land and his expertise in agricultural practices. He oversees the day-to-day operations of the farm, ensuring that crops are tended to with care and livestock are well-kept. Lyra is Thalron's wife, and is also a skilled farmer. The Shardfew family includes their children, Sarah and Finnian. Sarah is somewhat of a seductress and goes out of her way to attract the attention of all the young men in the village while Finnian shows a talent for animal husbandry and enjoys working with the farm's livestock. Shardfew's Farm participates in the local market in Wyvern Falls as well as makes a monthly trip to Newhaven, where they sell fresh produce, herbs, and homemade preserves. Thalron and Lyra actively engage with customers, sharing their knowledge of farming.

  17. Melgin's Farm:

    Melgin's Farm is a rustic yet thriving agricultural homestead, and serves as a cornerstone of agricultural productivity in the Vale, combining traditional human farming techniques with elven magical enhancements. The farmstead embodies a deep respect for nature and a commitment to sustainable land stewardship. The farmhouse at Melgin's Farm is a charming blend of human practicality and elven aesthetics. Constructed from locally quarried stone and sturdy timber, the house features a thatched roof and large, welcoming windows that allow natural light to illuminate the interior. Elven magic has enhanced the structure with intricate carvings of nature motifs and magical wards that protect against pests and adverse weather. The farm boasts expansive fields of golden wheat, vibrant vegetable patches, and orchards laden with apples and cherries. Melgin's Farm utilizes elven irrigation techniques to ensure crops thrive year-round, even during dry spells. Enchanted scarecrows and protective wards crafted by elven artisans safeguard the fields from pests and disease. Next to the farmhouse is a lush garden bursting with colorful blooms and fragrant herbs. Old Man Melgin is the patriarch of the Greenfield family, renowned for his expertise in agricultural management and his deep reverence for the land. He oversees the day-to-day operations of the farm, from planting and harvesting to managing livestock and maintaining the orchards. Feldara is Melgin's daughter, is a skilled apothecary who cultivates medicinal herbs and healing plants on the farm. She shares her knowledge of herbal remedies with the community and oversees the production of natural potions and salves. Feldara's children, Taelin and Mira both help out on the farm. Taelin demonstrates a passion for agriculture and engineering, often experimenting with new farming techniques and machinery. Mira has a talent for storytelling and songwriting, using her creative talents to preserve the cultural heritage of the Vale through music and storytelling.

  18. Crombie's Stable:

    Crombie's Stable stands proudly on the main street of Wyvern Falls, a testament to the expertise and care of its human proprietor, Master Roderick Crombie . Originally a humble structure, the stable has been expanded and refurbished with elven craftsmanship, blending practicality with aesthetic charm. The stable is constructed from sturdy timber and stone, designed to withstand the rigors of weather and time. Elven artisans have adorned the structure with intricate carvings of galloping horses and forest scenes, imbuing it with a sense of natural beauty and serenity. Inside, the stable is spacious and well-ventilated, with rows of sturdy stalls lined with fresh straw bedding. Each stall is equipped with feeding troughs and water buckets enchanted to keep water fresh and cool throughout the day. At the rear of stable is a tack room stocked with high-quality leather saddles, bridles, and grooming supplies. A small workshop area allows Master Roderick to repair and maintain equipment with precision and care. Crombie's offers comprehensive services to traveling adventurers and local residents alike. Horses can be stabled for a modest fee of 1 silver piece per day, which includes feeding, grooming, and exercise. Master Roderick occasionally sells well-trained horses of various breeds suitable for riding or draft work. For a fee, Master Roderick provides basic horsemanship training and riding lessons, catering to both beginners and seasoned riders. The stable also offers repairs and adjustments to horse tack and equipment, ensuring that every rider is well-prepared for their journeys. Master Roderick and his apprentice, Tessa, greet visitors with warmth and hospitality. They are known for their deep knowledge of horses and willingness to share stories of their own adventures on the road. Magical wards placed around the stable provide protection from theft and unwanted intrusions, ensuring the safety of both horses and visitors alike.

  19. Slim Pickin's Gerneal Store:

    Nestled near the edge of Wyvern Falls, Slim Pickin's General Store exudes a rustic charm that belies its humble beginnings. Originally a modest trading post frequented by weary travelers and locals alike, the store has grown over the years under the careful stewardship of its human proprietor, Slim Pickins. With the recent influx of elven influence, the store has undergone a subtle transformation, blending practicality with a touch of elven elegance. The store is housed in a sturdy timber building with a pitched roof and a welcoming porch adorned with hanging baskets of colorful flowers. Elven craftsmanship is evident in the delicate wood carvings that embellish the eaves and door frames, depicting scenes of local wildlife and natural beauty. Upon entering, visitors are greeted by the aroma of spices, herbs, and freshly baked goods. The shelves are stocked with a diverse array of goods, from basic necessities like flour, salt, and tools, to exotic spices, elven crafts, and magical trinkets procured from distant lands. Elven-inspired lighting fixtures illuminate the store with a warm, inviting glow. Slim Pickins, not his real name is a man of many faces literally. Slim is a changling. Slim is a tall and lean man, with dark hair and intense blue eyes. He typically wears a Leather overcoat and carries a large staff he uses as a walking stick. Personality-wise, slim is known for his dry wit, strong sense of duty, and willingness to protect others. Once a great many years ago Slim made a living as an Assassin and Master Theif but now in his old age has retired. He's also a skilled practitioner of magic, specializing in fire spells and other combat magic. He maintains a human visiage and hides in Wyvern Falls because he is still a wanted Man with a high price on his head. To the people of Wyvern Falls he is a sweet old man with charm and charisma and they would protect him from any danger. His assistant and apprentice Molly is a petite girl with long blonde hair, typically wearing eclectic colorful clothing that reflects her vibrant personality. Slim Pickins takes pride in offering a wide selection of items to cater to the needs of adventurers and residents alike:
    • Provisions: Basic foodstuffs such as cured meats, cheeses, dried fruits, and hardtack for travelers on the go.
    • Tools and Supplies: Farming implements, carpentry tools, and household necessities for everyday living.
    • Adventuring Gear: Backpacks, lanterns, rope, and other essentials for those venturing into the wilds.
    • Magical Curiosities: Small enchanted items, potions, and spell components sought after by wizards and sorcerers.

    Slim Pickins prides himself on excellent customer service and fair prices. He offers:

    • Bardering and a willingness to haggle and negotiate prices, ensuring customers feel they are getting a fair deal.
    • Local Knowledge: A repository of local lore and information, freely shared with customers to enhance their understanding of the area.
    • Delivery: Provides delivery services within Wyvern Falls for large or heavy items, ensuring convenience for his patrons.
    Slim Pickin's General Store serves as more than just a place to buy goods; it is a gathering spot where locals come to catch up on gossip, exchange news, and discuss current events. Slim and assistant, Molly, create a warm and welcoming atmosphere. They take the time to greet each customer personally, fostering a sense of belonging among residents and visitors alike. The store reflects a harmonious blend of pragmatism and colorful aesthetics.

  20. Blackwood Farm:

    The Blackwood Farm is a picturesque homestead that epitomizes the harmonious blend of elven craftsmanship and human resilience. Originally established by the Blackwood family generations ago, the farm has evolved over time to embrace elven influence, creating a tranquil haven amidst the verdant landscapes of southern Jordaine. The main farmhouse of Blackwood Farm is a charming structure built from locally sourced timber and stone, its sturdy construction a testament to the enduring legacy of the Blackwood family. Elven enhancements are subtly woven into the architecture, with delicate carvings of woodland motifs adorning the eaves and windows. Surrounding the farmhouse are sprawling fields of crops and orchards bursting with apples, pears, and berries, meticulously tended to by the Blackwood family and their elven neighbors. The fields are interspersed with enchanting groves of ancient trees, their leaves shimmering with the magic of the Seldarine. Elven magic has transformed the gardens surrounding the farmhouse into a riot of color and fragrance. Flowering shrubs and herbs thrive alongside carefully cultivated vegetables, creating a vibrant tapestry that delights the senses. Adjacent to the farmhouse stands a sturdy barn (20a). The primary livelihood of the Blackwood family revolves around agriculture. They grow a variety of crops, including wheat, barley, and vegetables, which they sell at market in Wyvern Falls and beyond. Elven techniques have enhanced crop yields and ensured the farm's sustainability. In addition to crops, Blackwood Farm is home to a herd of sheep and a few dairy cows. The animals graze in lush pastures bordered by ancient hedgerows, providing milk, wool, and cheese for the family's needs. The Blackwood family prides itself on craftsmanship passed down through generations. They produce handcrafted items such as woven baskets, wooden furniture, and herbal remedies infused with elven magic, which they trade with neighboring communities. Led by patriarch Ebenezar Blackwood and and the family his son includes Alistair and wife Eva, and grandson Rowan, the youngest, with a talent for woodworking and carpentry. Each member contributes their unique skills to ensure the farm's prosperity. Eb as he likes to be called, is an elderly man with a long white beard, a weathered face, and piercing eyes that reflect his wisdom and experience. He often wears traditional wizard robes and carries a staff that is a potent magical tool. He is known for his gruff demeanor and no-nonsense attitude, but beneath his tough exterior lies a deep sense of loyalty, compassion, and dedication to protecting those he cares about. In the past he was a Warmage in the Harak Army and fought several magical conflicts, but grew tired of the killing and hatred and deserted Harak to settle in the Vale. He brought his family and established his farm. Even though now mostly a farmer is is still known for his mastery of magic and his formidable combat skills.

  21. Travere's Carpentry:

    Travere's Cottage is a charming residence in the Vale, originally a sturdy Human-made log cabin. It has been beautifully enhanced with Elven elements, creating a unique blend of rustic charm and elegant design. The exterior is adorned with mountain flowers, and the addition of airy balconies and translucent trellises gives the home a magical, ethereal quality. The cottage retains its original log cabin construction, reflecting the practical and robust architecture of its Human origins. The logs provide warmth and durability, ensuring the house stands strong through the seasons. Elven additions include airy balconies, translucent trellises, and delicate carvings. These enhancements not only improve the aesthetic appeal of the cottage but also integrate it more seamlessly with the surrounding nature. The exterior is decorated with vibrant mountain flowers, adding a splash of color and a touch of nature to the residence. These flowers are carefully tended and provide a pleasant fragrance around the cottage. Roland Travere, a Human carpenter in his mid-40s, and Elowen, his Elven wife of 200, are the primary residents of Travere's Cottage. Roland's skill in woodworking complements Elowen's expertise in Elven design and craftsmanship. Their 10-year-old daughter, Lina, is a curious and imaginative child who loves exploring the woods and learning about the plants and animals in the Vale. She often helps her parents with gardening and small crafting projects. Their 7-year-old son, Thorne, is an energetic and adventurous boy who enjoys playing in the forest and helping his father with carpentry work. He dreams of becoming a master craftsman like his parents. Travere's Carpentry is known for its excellent craftsmanship and design. Roland and Elowen often take on projects to help improve the homes and communal buildings in Wyvern Falls, incorporating both Human and Elven techniques. The Travere family actively participates in cultural exchanges, sharing their knowledge of woodworking and design with their neighbors.

  22. Ram's Head Inn:

    The Ram's Head Inn is a unique construction in Wyvern Falls, showcasing a harmonious blend of Human, Elven, and Halfling cultures. Originally a simple wooden cottage, the villa has been transformed with Elven elegance and Halfling charm, creating a warm and welcoming home. The original structure was a simple wooden cottage with a thatched roof, reflecting traditional Human craftsmanship. The Elves added airy balconies and intricate wood carvings, while the Halflings contributed cozy nooks, colorful gardens, and practical features like low windows and round doors. The garden surrounding The Ram's Head Inn is vibrant and full of life, with a mix of flowers, herbs, and vegetables. There are cozy sitting areas create a whimsical and inviting atmosphere. Merric Furfoot, a Halfling chef, and Elaria, his Human wife, live in The Ram's Head Inn. Merric is known for his culinary skills, creating delicious dishes from local ingredients, while Elaria is a skilled gardener and herbalist, tending to the villa's vibrant garden. Their 16-year-old son, Finnian, has inherited his parents' love for food and nature. He assists his father in the kitchen and helps his mother in the garden, learning both culinary and gardening skills. Their 12-year-old daughter, Lina, is a lively and curious girl who enjoys exploring the garden and nearby woods. She loves learning about plants and animals and often brings home interesting finds to show her family. The Ram's Head Inn is known for its delicious meals and warm hospitality. Merric and Elaria often host community dinners, sharing their culinary creations and fostering a sense of togetherness.

  23. Village Hall of Wyvern Falls:

    Located by the Inn, the Village Hall serves as the communal hub where residents gather to discuss matters of importance, celebrate festivals, and foster a sense of unity among the community. Originally built by humans and subsequently enhanced by elven craftsmanship, the Village Hall stands as a symbol of cooperation and shared governance in the Vale. The Village Hall is a spacious, timber-framed building with a thatched roof, typical of the region's traditional architecture. Elven enhancements are evident in the intricate carvings adorning the support beams and doorways, depicting scenes from local folklore and natural motifs. The main chamber of the Village Hall serves multiple purposes, accommodating gatherings for town meetings, celebrations, and communal meals during festivals. Large windows framed with elven-designed stained glass panels allow natural light to filter into the hall, creating a warm and inviting atmosphere. Adjacent to the assembly hall are council chambers where village elders, along with elected representatives from various households, convene to discuss and make decisions concerning village affairs. Elven tapestries and banners line the walls, showcasing the rich cultural heritage of Wyvern Falls. Surrounding the Village Hall is a spacious courtyard embellished with flower gardens and stone benches. Here, residents often gather to socialize, enjoy outdoor performances, or participate in craft fairs and markets organized by local artisans. The Village Hall serves as the administrative center where official records are kept, taxes are collected, and legal disputes are settled under the guidance of the village council and a local magistrate. Led by Elder Thalas Silverbrook, a respected elven sage known for his wisdom and diplomatic skills, the village elders oversee the governance of Wyvern Falls under the supervision of the Mayor. They ensure equitable distribution of resources, resolve conflicts, and uphold the village's traditions. Many residents volunteer their time and skills to support various aspects of village life, from maintaining the gardens around the Village Hall to organizing charitable initiatives for those in need.

  24. Drake's Cattle Ranch:

    Nestled on the rolling hillsides of the Vale, Drake's Cattle Ranch thrives as a testament to the symbiotic relationship between humans and elves in the region. Founded by the Drake family, known for their expertise in husbandry and ranching, the farm has flourished with the integration of elven magic and agricultural techniques, ensuring its prosperity and sustainability. The centerpiece of Drake's Cattle Ranch is a rustic yet sturdy timber-framed ranch house, its design reflecting both human practicality and elven aesthetics. Elven runes and symbols are subtly integrated into the architecture, imbued with protective and enhancing enchantments. The ranch is home to a diverse herd of cattle, renowned for their robust health and quality. The pastures are meticulously maintained with elven techniques, ensuring lush grazing grounds year-round. Out in the pasture a bit away from the farmhouse stands 2 sturdy barns (24a and 24b) Crystal-clear streams and ponds wind their way through the ranch, providing vital water sources for both cattle and farm workers. Elven magic helps to maintain the purity of these artificial water bodies, ensuring they remain pristine and abundant. The primary activity at Drake's Cattle Ranch revolves around raising and breeding cattle. The Drakes are known for their expertise in cattle husbandry, ensuring the health and welfare of their livestock while producing high-quality beef and dairy products. In addition to ranching, the Drakes cultivate crops such as alfalfa and barley to feed their cattle during winter months. Elven-enhanced irrigation systems and soil enrichment techniques contribute to bountiful harvests and sustainable farming practices. Drake's Cattle Ranch is renowned for its leatherworking and woodworking craftsmanship. The Drakes produce fine leather goods, including saddles and harnesses, as well as wooden furniture crafted from timber harvested sustainably from their own woodlands. Led by patriarch Bartholomew Drake and his wife Valmina, the Drake family is deeply rooted in the traditions of ranching and stewardship. Their children, Marcus and Isolde, actively participate in running the ranch, each contributing their skills and passion for agriculture.

  25. Butcher:

    Located at the bustling Heart of Wyvern Falls, the Cut and Slice Butcher Shoppe stands as a cornerstone of the community, offering high-quality meats and fine cuts sourced from local ranches and farms. Run by the skilled butcher Erol Drake, the brother of Bartholomew, and his family, the shoppe blends human craftsmanship with elven elegance, providing a unique and welcoming atmosphere for customers. The facade of Cut and Slice Butcher Shoppe is adorned with intricately carved wooden panels depicting pastoral scenes and hunting motifs, reflecting both the craftsmanship of human artisans and the artistic sensibilities of elves. Lush greenery and flowering vines cascade from window boxes, adding a touch of natural beauty. Inside, the shoppe features polished wooden counters and display cases showcasing a wide array of meats, from freshly cut steaks and roasts to specialty sausages and cured meats. Elven lanterns illuminate the space with a warm, inviting glow, enhancing the shoppe's rustic charm. Adjacent to the main retail area is the workshop where Erol and his apprentices prepare and craft the meats. Elven-crafted tools hang neatly on the walls, each imbued with enchantments to ensure precision cuts and preservation of freshness. Cut and Slice Butcher Shoppe prides itself on offering only the finest meats, sourced from local ranches such as Drake's Cattle Ranch and Melgin's Farm. Customers can choose from a variety of cuts, including beef, pork, lamb, and poultry, each meticulously inspected and prepared by skilled hands. In addition to standard cuts, the shoppe offers specialty products such as house-made sausages, smoked meats, and marinated skewers, each prepared using secret family recipes passed down through generations. Erol Ironwood is known for his willingness to accommodate custom orders, whether it's preparing a unique cut of meat or providing advice on cooking techniques and recipes. Personalized service and attention to detail are hallmarks of the Cut and Slice Butcher Shoppe. Erol Drake is supported by his Elven wife, Mirea, who manages the administrative and customer service aspects of the shoppe. Their children, Alaric and Elara, are apprenticing under their father, learning the art of butchery and preparing to carry on the family legacy.

  26. Emberfall Forge:

    Situated in the Heart of Wyvern Falls, Emberfall Forge is a unique residence in the Vale, representing the blending of different cultures and traditions. Once a basic stone and timber house, it has been transformed with Elven elegance and Dwarven craftsmanship, creating a sturdy yet beautifully intricate home. The original house was built with durable stone and timber, reflecting traditional Human craftsmanship. This foundation provides a solid and reliable structure. The Elves have added elegant woodwork and decorative carvings, while Dwarven enhancements include reinforced stonework and intricate metalwork. The result is a home that is both aesthetically pleasing and exceptionally sturdy. The garden surrounding Emberfall Forge features a blend of Elven and Dwarven elements, with carefully arranged flower beds, stone pathways, and a small forge for crafting. The garden is a place of both beauty and utility, with herbs and flowers interspersed with practical elements. Thorin, a Human was raised by Dwarves and trained to become a blacksmith, and Liora Kartin, his moon Elf wife, live in Emberfall Forge. Thorin is known for his exceptional metalwork and craftsmanship, while Liora is a skilled weaver and artist, creating intricate tapestries and garments.
    Brynna Emberfall: Their 20-year-old daughter, Brynna, has inherited both her parents' skills. She is an apprentice blacksmith under her father's guidance and also creates beautiful woven works like her mother. Brynna is known for her innovative designs that combine metal and fabric.
    Kellen Emberfall: Their 12-year-old son, Kellen, is a curious and adventurous boy who loves exploring the nearby woods and learning about different crafts. He often helps his parents in their work and dreams of becoming a master craftsman like them. Emberfall Forge is a hub of craftsmanship in Wyvern Falls. Thorin and Brynna create high-quality metal goods, tools, and decorative items, while Liora's tapestries and garments are highly sought after. Their work is traded both within the Vale and with neighboring regions.

  27. Belken's Sheep Ranch:

    Nestled in the rolling hills near the Grypon River, Belken's Sheep Ranch is a testament to sustainable agriculture and traditional husbandry practices. Managed by the Belken family, the ranch specializes in sheep farming, producing high-quality wool and lamb for the local community and beyond. The integration of elven techniques has enhanced the ranch's productivity while preserving its natural beauty. The focal point of Belken's Sheep Ranch is a charming stone farmhouse, blending rustic human architecture with elven influences. Delicate carvings adorn the doorways and windows, while flowering vines cascade down the walls, creating a picturesque setting. The ranch boasts expansive pastures where flocks of sheep graze peacefully under the watchful eye of the Belken family. Elven magic ensures the health and fertility of the pastures, contributing to the lush greenery and nutritious grasses that sustain the sheep year-round. Traditional wooden barns and sheds dot the landscape, providing shelter for the sheep during inclement weather and housing equipment used for shearing and wool processing. Elven-designed ventilation systems maintain optimal conditions inside the structures, ensuring the comfort of both livestock and workers. The River provides fresh water to the sheep and enhancing the scenic beauty of the surroundings. Belken's Sheep Ranch specializes in breeding and raising sheep renowned for their soft wool and tender lamb meat. The Belken family practices sustainable grazing techniques and rotates pastures to maintain soil health and prevent overgrazing, ensuring the long-term viability of their operations. The ranch is a hub for wool production, with skilled shearers expertly harvesting fleece from the sheep each spring. Elven-inspired spinning and weaving techniques are employed to transform raw wool into luxurious textiles, including blankets, clothing, and rugs. Led by patriarch Garret Belken and his elven wife Elara, the Belken family is deeply rooted in the traditions of sheep ranching and stewardship. Their children, Mara and Bran, are actively involved in running the ranch, each contributing their skills and passion for agriculture.

  28. Wyren's Sheep Ranch:

    Wyren's Sheep Ranch is a small ranch near Belken's Ranch. Moon Elf Eldon Wyren is Garret's Brother in Law and the two have a friendly rivalry that has gone on for years. The centerpiece of Wyren's Sheep Ranch is a quaint stone farmhouse, its architecture blending traditional human craftsmanship with subtle elven aesthetics. Delicate ivy climbs the walls, while enchanted lanterns cast a gentle glow across the courtyard. The Wyren pastures lay across the river, where herds of sheep graze peacefully under the open sky. Elven-crafted fences and pathways weave through the landscape, enhancing both functionality and aesthetic appeal. Traditional wooden barns and sheds, also across the River dot the ranch, providing shelter for the sheep and storage for equipment used in shearing and wool processing. Elven-designed ventilation systems ensure optimal conditions year-round, promoting the health and comfort of the livestock. Wyren's Sheep Ranch specializes in the breeding and care of sheep known for their robust health and high-quality wool. The Wyren family employs sustainable grazing practices and rotates pastures to promote soil fertility and prevent overgrazing, ensuring the long-term health of their land. The ranch is sponcered by the King of Arethane so a large portion of wool productionis delivered to Teradryn each year. Elven-inspired techniques in spinning and weaving are used to transform raw wool into luxurious textiles, including blankets, clothing, and specialty yarns. Led by patriarch Eldon Wyren and his wife, Lysara, the Wyren family exemplifies dedication to sustainable farming and stewardship of the land. Their children, Arian and Alaric, play active roles in managing the daily operations of the ranch, each bringing their unique skills and passion to the enterprise.

  29. Temple Rectory:

    The Temple Rectory is a tranquil retreat adjacent to the main Temple of the Seldarine in Wyvern Falls, serving as a place of residence and spiritual contemplation for the clergy and visiting pilgrims. The Rectory is crafted from the same shimmering white stone as the main temple, with graceful arches and delicate carvings that mirror the beauty and elegance of elven architecture. Enchanted vines climb the walls, adding a touch of natural splendor to the serene surroundings. The Rectory accommodates visiting priests, priestesses, and pilgrims seeking temporary sanctuary. Guest chambers are adorned with tapestries depicting scenes from elven mythology and furnished with comfortable seating areas where guests can unwind and connect with fellow worshippers. Priests and priestesses residing in the Rectory lead daily devotional ceremonies, including morning and evening prayers, meditation sessions, and sacred rituals dedicated to the Seldarine. These practices foster spiritual connection and communal harmony among residents and guests. Responsible for the day-to-day operations of the Rectory, the Guardians oversee hospitality services, maintenance of sacred spaces, and coordination of spiritual activities. They ensure that the Rectory remains a welcoming haven for all who seek solace and enlightenment within its walls. While not permanently residing in the Rectory, the High Priestess visits periodically to offer guidance, conduct special ceremonies, and provide spiritual leadership to the temple community. Their presence imbues the Rectory with a sense of sacred purpose and divine blessing. The Temple Rectory stands as a sacred haven where elven spirituality and communal harmony converge, nurturing the souls and spirits of worshippers and travelers alike in the enduring embrace of the Seldarine.

  30. Temple of the Seldarine:

    The Temple of the Seldarine stands as a majestic testament to elven spirituality and reverence for the natural world. It serves as the spiritual center and cultural hub for the elven community, dedicated to the worship of the Seldarine, the pantheon of elven gods and goddesses. The temple's architecture seamlessly blends natural elements with elven craftsmanship. It is constructed from shimmering white stone, adorned with intricate carvings depicting scenes from elven mythology and the cycles of nature. Elaborate arches and spires reach towards the sky, reflecting the beauty and grace of elven culture. Within the temple, a grand hall welcomes worshippers and visitors alike. Elven tapestries depicting the history of the Seldarine adorn the walls, while soft, ethereal music fills the air during ceremonies and rituals. A central altar stands as a focal point, adorned with offerings of flowers, herbs, and crystals. Adjacent to the main hall are chambers reserved for meditation and prayer. Here, individuals can seek solace and guidance from the Seldarine, surrounded by the soothing melodies of natural sounds and the gentle glow of enchanted crystals that line the walls. The temple hosts daily rituals at dawn and dusk, led by the High Priest Valanduil Starleaf. These devotions include prayers of gratitude, blessings for the community, and reflections on the interconnectedness of all living beings. Throughout the year, the Temple of the Seldarine celebrates festivals aligned with the cycles of nature and significant events in elven history. These include the Festival of Starlight, honoring the celestial influence of the Seldarine, and the Spring Equinox, marking renewal and rebirth in the natural world. Priests and priestesses of the temple offer spiritual counsel, healing ceremonies, and divination services to members of the community. They use elven rituals and ancient wisdom to promote physical, emotional, and spiritual well-being among worshippers. High Priestess Galadriel Sunefaer, the spiritual leader of the Temple of the Seldarine, is a respected figure within the elven community, chosen for her wisdom, compassion, and deep connection to the Seldarine. She guides ceremonies, interprets omens, and provides moral guidance to the people. Alongside the High Priest, a council of elders advises on matters of governance and community affairs. They represent various branches of elven society and ensure that decisions align with the principles of unity, harmony, and respect for nature.
    Encounter: Tolendir's Warning
    As you explore the tranquil surroundings of the Temple of the Seldarine, you encounter Tolendir, one of the priests on duty. His expression is grave, and his tone carries a sense of urgency. "Dark days are approaching, and the dark master gains in power. Seek out the lost places, and you shall find him," Tolendir warns. With that, he turns and departs, refusing to say anything more.

  31. Kartin's Sheep Ranch:

    Kartin's Sheep Ranch is a picturesque estate nestled within the rolling hills and verdant meadows of Wyvern Falls, dedicated to the husbandry and care of sheep, integral to the pastoral economy of the elven community. The ranch features a collection of sturdy stone barns and outbuildings, constructed with a blend of elven craftsmanship and practical human design. Moss-covered roofs and intricate wooden carvings adorn the structures, reflecting both functionality and natural beauty. Sprawling pastures surround the ranch, dotted with ancient oak trees that provide shade for grazing sheep. Flocks of white and grey sheep roam freely, tended by elven shepherds who nurture a deep bond with their woolly charges, ensuring their health and well-being. The farmhouse, was built from locally sourced timber and stone. The farmhouse is adorned with carved wooden beams and stained glass windows depicting pastoral scenes and symbols of fertility and abundance revered by the elves. Adjacent to the farmhouse stands a sturdy barn (31a) that serves also as a kennel for the Cooshee. Trained herding Cooshie, loyal companions to the shepherds, play an essential role in managing the sheep. These intelligent and agile canines help guide the flock, deter predators, and ensure the safety of the ranch's valuable livestock. Kartin's Sheep Ranch specializes in the breeding and care of fine wool sheep prized for their soft fleece and resilience to the region's climate. Shepherds employ gentle handling techniques and natural remedies to maintain the sheep's health and enhance the quality of their wool. The ranch produces high-quality wool that is meticulously sheared, cleaned, and spun into yarn. Skilled elven artisans then weave the yarn into luxurious textiles and garments, renowned for their warmth, durability, and exquisite craftsmanship. Moon Elf, the patriarch of the Kartin family, known for his skilled craftsmanship and dedication to the family's sheep ranch. Also a moon Elf, Thaldir's wife, renowned for her expertise in animal husbandry breeds, raises and trains the Cooshie. Their eldest son Aldaron, an aspiring ranger who assists with managing the sheep ranch and exploring the surrounding wilderness. Their daughter Lúthien, a talented seamstress wooks at the Stitch & Vine and is known for creating exquisite garments and tapestries. Their younger son Brenn, a spirited youth who dreams of becoming a skilled blacksmith is apprenticed and learning the craft at the Emberfall Forge.

GM Section -Unless you are the Game Master running this Adventure, do not read any further! The following adventure is part of a several adventure set in the vale for a Game Master to run for his/her gaming party and to read further, if not a Game Master, will ruin the fun for you and your fellow players as well as your Game Master!

Shadows of Wyvern Peak


You receive a message from the Patriarch requesting that you appear in his study just after the noon bell. When you arrive, he is speaking in low tones with three burly men dressed in trader 's garb; heavy white woolen shirts, dark pants and vests, and holding their wide-brimmed hats in their large hands. Their long faces speak the worries they feel.

The Patriarch looks away from the trio of merchants, sees you, and smiles broadly. "Excellent," he says, "I am very pleased that you've responded to my invitation. Once more the Vale has need of your services." He motions to the three men. "These gentlemen are merchants, just returned from the farming communities on the north end of the Vale. They have a very troubling story to relate."

The Patriarch nods and the biggest of the three men clutches his hat and says, "There is trouble, all right, your Grace. We just came from the far end and there are all manner of big lizards raiding the countryside. The farmers are afraid to let their herds range, and that means less wool and cheese, and that means less for them to buy from us!" The Patriarch nods sagely—he has apparently heard all this before. He turns to you and says, "The farmers asked these men to seek my aid. Baron Thrae, you and your companions have in the past served the Vale well. I want you to travel to the northern farms and rid them of this menace."

As the GM, play the Patriarch as a warm individual who is truly concerned about the threat to the region and expects the heroes to be equally concerned. Indeed, the heroes have grown in reputation in the Vale and any threat to one of the farming homesteads is a threat to all. He trusts the characters with a matter this important, particularly since he and the characters have a good relationship. The players will probably be interested in the Patriarch's offer (what else are they going to do?), but don't force it down their throats. He lets the merchants do the explaining. The leader of the three men is a large, gruff individual who, if encountered in a tavern or inn, would be hale and hearty. However, in the presence of the Patriarch, he is timid and respectful, and this respect translates to the players as well. When speaking as the leader of the merchants (his name is Lydarr), refer to the players as 'Milord' and 'Milady' and treat them with respect. Here's what Lydarr has to say:

    "We've just come down from Wyvern Falls, trekking along the eastern edge of the Vale. It's been three long days to bring this urgent news. The trouble started about two months back, whispers carried by travelers passing through the mountains. At first, folks dismissed it all as wild tales; monsters in the hills, they said, nothing to fret over. But then, things took a darker turn. Sheep and goats vanished from the high meadows where they graze, disappearing without a trace. Soon enough, the creatures weren't just rumors anymore. They crept closer, lurking near the farms themselves. And that's when the attacks began. In the past week alone, several folk fell victim to these beasts—torn apart, some say, in gruesome ways. Now, fear's taken hold like a vice. People are hunkering down, afraid to step outside their homes, afraid for their lives and their livestock. The peace we once knew feels shattered, replaced by this looming threat that prowls just beyond our doors." "These lizards, they're like something out of nightmares. Taller than a man, walking on hind legs with these massive dragonwings sprouting from their backs. Folks say they've seen 'em take to the sky, but mostly, they're prowling the ground when they strike. Their jaws? Long and lean, like they could tear through anything in their path. And here's the kicker—each one's got a stinger on its tail. Those unlucky enough to feel its sting? They're left sick as dogs, barely clinging to life. It's no wonder folks are scared stiff. These creatures, they're changing everything we thought we knew about safety in these parts. It's a whole new kind of danger, stalking us right here in our own backyard." "A half-dozen of those beasts, they descended on old Farmer Griggs' place like the end times had come. Raiding his livestock pen, they butchered his cows right there, leaving carnage that'd make a grown man weep. Poor Griggs, he's up and left now, can't bear to stay after what he's seen. Can't blame him, really. When six of those lizards come calling, you're staring death in the face. It's a miracle anyone survives, let alone stands to tell the tale. And now? Now we're left to wonder who's next, and how long before they come back for more." Lydarr's gaze turned southward, his voice unwavering. "We were heading that way, out of the Vale, when the farmers begged us to carry their message to the Patriarch in Newhaven. They need help, and they need it now." With a determined nod to his companions, Lydarr led the way, each step forward driven by the urgency to deliver the farmers' plea for aid, knowing that the safety of the Vale depended on swift action. The farmers have pooled together about 1,000 gold pieces to pay for any assistance. The Patriarch assured us this reward would be yours once the lizards are dealt with. It's a dangerous task, but the Vale needs heroes now more than ever.

    The Patriarch adds the following;

    "My friends, the merchants' descriptions of these creatures match that of wyverns—dragon-like beings with formidable wings and a venomous tail. However, true wyverns are massive creatures, much larger than what we face now. These must be young wyverns, but why are there so many? This puzzle troubles me deeply. As before, any treasures or magical items you discover in your quest are yours to keep, but any books, scrolls, or items of knowledge should be brought back to the church for study and safekeeping. Your mission is clear: venture out to the farms and rid us of these wyvern-like creatures. But more than that, I urge you to uncover why they have gathered here and whether there are more nearby. Look here." The Patriarch points to a map displayed over the window, overlaying an ancient map from the ruined tower onto our current Vale. "This map shows the supposed location of the wyverns' community, deep in the valley, at least three days' travel on foot from here. There is an ancient Mine site there and could quite possibly be where the issue stems from. I regret to say we have no men to spare for your protection. However, I can offer this." He hands you a letter, sealed with the church's mark. "This letter explains your mission and carries my request that those who read it aid you in your quest. With this, the farmers will know you act under my authority and should lend whatever aid they can."

Beginning The Journey

Armed with a copy of the map of the Vale provided by the Patriarch, your group leaves Haven for Wyvern Falls. It is a warm, cloudless day as you pass through the rolling farmland. Once or twice you pass farmers from nearby homesteads taking their wares to market, but there is nothing unusual. The day passes without incident. The map of the Vale shows not only the route the heroes should be taking to Wyvern Falls, but also the location of the Ruined Tower (from the first adventure) and the Tomb of Alaxus from the "Wrath of the Minotaur" adventure. These are not important for this adventure, but it is interesting to know where they are.

1. Setting up Camp

If the heroes are traveling on foot:

"After a day's travel, you find yourselves some thirty miles out from Haven. The last farmer's house disappeared from sight about an hour ago. The landscape around you consists of rolling, rocky hills with thick tangles of briars and brambles along the road. As the sun dips behind the western mountains of the Vale, casting long shadows, it's clear that it's time to make camp for the night."

This is a simple camp setup encounter to familiarize the players with the camping routine. A campfire needs to be laid; the night is cool but not cold, allowing you to sleep under the stars without tents.

Ensure the players establish watches throughout the night. Typically, parties set evening and morning watches, dividing themselves accordingly. Half of the group sleeps while the other half remains alert in case of trouble. Know where each watch member is stationed around the campsite.

Smaller groups might decide to "risk it" and skip setting up watches for the first night, which is acceptable. However, consequences will arise the second night (see Encounter 3).

Take into account the surroundings; if the players camp in a known dangerous area (like near a dungeon or in a swamp), they may attract visitors. While "Eye of the Wyvern" doesn't feature random monsters, an evening encounter (Encounter 3) is scheduled.

Encourage the players to get accustomed to setting up watches and being prepared for nighttime encounters. This preparation should reduce the surprise when an encounter does occur.

After watches are established, the DM can state, "The night passes without incident, and you are ready to begin a new day." A few dice rolls by the DM before this statement can heighten tension among the players. It's beneficial to make the players a bit nervous, but avoid excessive tension.

At the start of each new day, spellcasters regain the use of their spells. In the morning, mages can regain spells through meditation, and priests can pray for their spells. Anyone who rested well (uninterrupted by monsters) regains 1 hit point, assuming they were injured."

Encounter 2: Elarial Sunefaer

Toward the end of the second day (the first day if the heroes are mounted on light riding horses), read the players the following aloud:

The group slowly overtakes a lumbering wagon on the road ahead. It is a creaking monstrosity that is much higher than it is wide and seems to be in constant danger of toppling over as it lurches along the deeply rutted dirt road.

As you ride abreast of the wagon, you see that the wagon's driver is a moon elf dressed in fine elven attire, with a white shirt and a wide-brimmed hat that seems out of place but somehow fitting in his elven elegance. As you pass, he calls out to you.

Elarial Sunefaer: "Hail, travelers of the road! Care to share the company with an honest trader of fine goods?"

The heroes encounter Elarial Sunefaer, a moon elf merchant en route to Wyvern Falls with his overloaded wagon filled with wares. Elarial Sunefaer is graceful and eloquent, with a keen business sense. He speaks in a melodic Elvish accent and offers a variety of exotic goods.

Elarial Sunefaer is not just a trader but also adept with the blade, wearing light elven armor (AC 8).

If combat ensues:

  • Combat Stats:
  • Hit Points: 8
  • Armor Class: 8 (elven armor)
  • Attacks: Elven longsword
  • Damage: As per Palladium RPG rules for longsword attacks

Elarial Sunefaer - Moon Elf Merchant

A.R.: 8 (Light Elven Armor)
H.P.: 8
S.D.C.: 10
Attacks: 2
Damage Per Attack: Elven Longsword 1d8
Horror Factor: N/A
Bonuses: +2 to Strike, +2 to Parry and Dodge

Stats:
I.Q.: 14
M.E.: 12
M.A.: 15
P.S.: 11
P.P.: 16
P.E.: 10
P.B.: 18
SPD: 14
PER: 13
LUCK: 12

Treasure: 1d6x50 gold worth of rare herbs, potions, and elven artifacts.

Elarial Sunefaer defends himself with his longsword if attacked but does not draw his weapon first. He prefers to resolve conflicts peacefully and values companionship and mutual benefit.

Elarial Sunefaer offers to travel with the heroes towards Wyvern Falls, sharing information about the wyvernlings in the area and providing items for sale from his wagon.

Encounter 4: Wyvern Falls

After their battle with the wyvernlings, the rest of the night passes without incident. The heroes still gain the benefit of a good night's sleep, including regaining 1 hit point (if they have been wounded), and the spell casters regain use of their spells. Read the following to the players:

The day after your encounter with the wyvern-like creatures, you continue up the valley to Wyvern Falls. There is a young elf standing on the porch of one of the buildings as you arrive. He waves as you approach. "Are you the heroes?" he asks, his eyes as big as platters. "Are you the ones that are going to defeat the wyvernlings?"

The young elf's name is Rowan Blackwood, and his family has a farm in town. He was assigned to wait for the heroes' arrival and to gather the other farmers. He is 10 years old and holds the heroes in awe—after all, they're the ones who are going to solve all of the community's problems. (Go ahead, play up the hero worship angle as much as your players can tolerate; "Wow, are you really a wizard?")

Rowan Blackwood's job is to determine if the heroes are really the ones that the Patriarch sent to rid the area of the wyvernlings. He takes their word for it, but someone should probably show him the letter from the Patriarch attesting to their validity. If Elarial Sunefaer accompanied the heroes, he vouches for them, perhaps even exaggerating a bit as to their capabilities. Encourage the players to speak "in character" when their heroes are talking to others.

Rowan Blackwood, once he determines that the heroes are who they say they are, rings the great bell that hangs by the door. After a few moments, another bell answers along the valley and then another, fainter, one farther away. "The others will be here by dinnertime," explains Rowan Blackwood.

While the heroes are waiting, they can get settled in. The meeting building is little more than a single great room with a second, smaller room with cots in back where the heroes can store their gear. The great room is dominated by a huge fireplace, and a single, ancient wyvern skull about five feet across that hangs above the mantel. There is a fenced pasture nearby for any horses.

Rowan Blackwood can bring the heroes up to date on the activity in the area of Wyvern Falls. The wyvernling raids started at night; first one farm and then another has been hit in turn. More recently, the raids have become nightly, and a couple farmers have been attacked in the day. As a result, no one travels alone, the farm animals are kept in barns in the evenings as opposed to being left in pasture, and guards have been posted over the herds.

Fire seemed to work at first, but after a few nights of scaring them off with torches and bonfires, the wyvernlings no longer seem to be afraid of it. One of the farmers, Alistair Blackwood, Rowan's Grandfather drove one out of his hen house with a shovel and is now a bit of a local legend as a result.

Rowan Blackwood also says that some of the farmers didn't like the idea of sending for help down in Haven. It was against their principles to ask for help, and they said it was only a matter of time before the Patriarch asks for their aid on something in return. The people of Wyvern Falls are proud and independent. Rowan Blackwood expects about a dozen people to show up for the meeting that evening at sundown.

Let the heroes tie up any loose ends (there are no curative magics in Wyvern Falls other than what Elarial Sunefaer brought with him in the event the heroes are still wounded), then ask the players if they're ready to meet the farmers. When they are, read the following aloud:

That evening a large fire is built in the fireplace as the local farmers arrive. They are a hard-working, grizzled lot, used to toiling in the sun for long hours and tending their herds of cattle and goats. There are both men and women among the farmers, but all have the same sun-baked, rough nature to them. Some regard you with curiosity, some with outright suspicion. One of the men arrives carrying a shovel. That one is identified by Rowan Blackwood as Alistair Blackwood, who is the informal leader of the group.

Rowan Blackwood has to get back to his family's farm and excuses himself. About two dozen farmers show up in the hall and gather in a semicircle around the fireplace. Alistair Blackwood brings the meeting to order by rapping the handle of his shovel against the floorboards.

As the DM, you have a choice on how to handle what happens next. One option is to make the players play out their encounter with the people of Wyvern Falls. The other option is to merely lay out the situation for the players and move along to the "action" when the wyvernlings appear next.

Which option you choose is up to you and your own feeling about what the players will enjoy. If the players are getting into dealing with Elarial Sunefaer and Rowan Blackwood and having conversations in the persona of their characters, then running them through the meeting is no problem. Paraphrase the information given in the texts, and wrap up the meeting with Rowan Blackwood coming back with the news of the wyvernling attack. If the players are enjoying hacking at reptiles more, then skip ahead to the next section of boxed text and get them fighting the wyvernlings as soon as possible.

If you go with the first option, have Alistair Blackwood call the meeting to order and say, "You know why we're here—there are a group of creatures raiding our lands. Haven has sent help," he waves a meaty hand at the players. "They will deal with the problem."

Alistair Blackwood is big, powerfully built, and more than mildly suspicious of the heroes. He wasn't in favor of asking for help in the first place and thinks that the farmers could handle the wyvernling incursion if they just took a few shovels and defended themselves. He can be impressed only with actions—mere talk is just hot air, and the fire makes it warm enough in the meeting hall already.

Alistair Blackwood leaves the heroes to introduce themselves and ask any questions of the farmers. The story the farmers tell is pretty much what they've already heard from the merchants back in Haven, as well as from Elarial Sunefaer and Rowan Blackwood. The farmers call the creatures wyvernlings because they look like smaller versions of wyverns. They are aware that in the distant past wyverns were supposedly raised in the area, but no one has seen a live one up close in generations. They don't know if these are immature wyvernlings or just a particularly small breed of them; they do know they are voracious and cunning. The wyvernlings started out raiding every few nights, but the attacks have gotten worse, and some farmers have since been attacked in the daylight.

There is one additional bit of information, coming from a farmer named Seraphina Truemark . Once the players have gotten as much information as you think they need, Alistair Blackwood speaks up and gives Seraphina Truemark the floor. Skip to the second piece of boxed text below.

If you as the DM go with the second option and want to get the heroes bashing wyvernlings quickly, as opposed to proving their worthiness to the farmers, read the players the following aloud:

The leader, Alistair Blackwood, speaks bluntly. "You know why we're here," he says. "There are a group of creatures raiding our lands. Haven has sent help." He waves a meaty hand at your group. "They will deal with the problem."

The farmers nod in agreement, but more than a few of them look unimpressed. One after another, they tell their stories of encountering the wyvernlings. Goats and lambs were found missing. Cattle was found downed in the fields, the rest driven off. Then farmers themselves were attacked by the creatures.

Finally, Alistair Blackwood motions to an older woman and identifies her as Seraphina Truemark , from a spread up near the falls themselves.

Read this next bit aloud to the players regardless of which option you took in running this encounter:

Seraphina Truemark is an old, broad-shouldered woman with long silver hair. She looks at the heroes with a steely eye, then speaks plainly.

"I was out at the Falls toward sunset, searching for a lost calf. As the last bit of sunlight disappeared, I saw those—things—coming out of the mountains. Came out of a cave that was hidden behind the water. I don't know how many there are, but it has to be the source of these raids. I'll take you there if you'd like."

Alistair Blackwood waves his hand and says, "The decision is yours. If you're ready to do battle with the wyvernlings, Seraphina Truemark can lead you to them. But we need this threat ended now."

At that moment, the front door of the hall bangs open, and young Rowan is standing there, his face ashen, clutching his chest from running. "Granddad, The beasts," he gasps to the collected assembly, "They're at our farm. They're in the barn, killing the cows!!

The news should electrify the gathering. Many of the farmers spring to their feet at the news. Alistair turns to the heroes and says, "'Here's where you prove your worth." The farm is only about a half-mile away, in the direction of the falls. It's a clear, cool night, and the light of a full moon bathes everything in a ghostly glow. All the farmers want to accompany the heroes to see how they do against the wyvernlings. Enough brought horses that if the heroes ride to the farm, they can accompany them. They do not help attack the wyvernlings (except perhaps Alistair; see below for him). Rowan got the word while heading home to the farm and ran all the way back. Despite his own exhaustion, he accompanies the heroes back to his family's farm.

When the heroes get to the farm, read the following aloud:

    You hear it long before you arrive at the farm—the long, panicked moaning of frightened cattle. You arrive at the farm and head to the barn. The moaning is coming from the barn itself. One cow lets out a high, keening cry that is suddenly cut off in a bellow and the sound of rending flesh. Outside the barn, a safe distance away, is Rowan's family. Two younger sisters clutch their mother's skirt while the mother bandages her husband's arm. Rowan's father apparently tried to deal with the wyvernlings himself and barely survived the encounter.

The farmers will expect the heroes to investigate on their own. The heroes may ask Alistair, Elarial, or even Rowan along. If they do so, then you as the DM should decide if that particular character should come along. Does he like the heroes? Like them enough to plunge into unknown territory and face possible death? Have the heroes been friendly and supportive? Does it make sense for the individual to come along? If yes, then, sure, bring him/them along. Keep in mind that the heroes are the important players on this stage; the others are here to support them, not overshadow them. Let the players make the choices; the other characters can give information, but they should not make decisions for them. Flashy Elarial, gruff Alistair, or adoring Rowan may add some spice and excitement to the adventure (and, truth be told, provide another target for the wyvernlings to attack), but the adventure is here for the heroes, If Rowan comes along, the heroes had better be willing to return with him alive, otherwise his family will be extremely angry.

The barn itself is away from the other outbuildings and shown on the map. It is a large, two-story structure with a single area within and a hayloft above. There is only one large door to the barn. Rowan volunteers that they have the wyvernlings trapped in the barn, but the family has eight cows within. They don't know how many wyvernlings there are. Rowan's father attempted to scare them off but didn't get more than a step inside the door before being attacked. He fled and the wyvernlings turned back to dealing with the panicked cattle. The door to the barn is partially open, wide enough for a man to pass through.

The farmers wait for the heroes to decide what to do. Note that burning the barn is not an option; besides the loss of the barn, there are still cows alive within. Waiting for daylight is not acceptable either; the cattle will be dead. The farmers expect the heroes to take care of the wyvernlings. After all, they paid good money for the aid. If and when the heroes decide to enter the barn, they find that the door swings open easily, wide enough for two characters at a time (or they can enter single file, as they choose).

Read the following aloud to the players as they first peer inside:

The interior of the barn is lit by moonlight falling between the slats of the roof, casting long shadows within. The barn is a single large area with a hayloft above. A ladder to the loft stands at one side. At the far right corner of the barn huddles a mass of panicked, frightened cows, their eyes wide and their muzzles frothed with fear. In the center of the barn, trapping the cows in the back, is a pair of wyvernlings feasting on the fallen form of a cow. One of the wyvernlings raises a bloodsmeared head and hisses a warning at you. Because of the wyvernlings' tactics, it's very important for you and the players to know which heroes are going inside the barn and which ones are staying outside (like standing in the doorway), Sketch out the map (not mentioning the hidden wyvernlings, of course), and ask where the heroes are.

Wyvernlings

A.R.: 10

H.P.: 6

S.D.C.: 15

Attacks: 2

Damage Per Attack: Bite 1d6, Sting 1d3 (poisonous)

Horror Factor: 10

Bonuses: +1 to Strike, +2 to Dodge

Stats:

  • I.Q.: 8
  • M.E.: 12
  • M.A.: 6
  • P.S.: 14
  • P.P.: 15
  • P.E.: 13
  • P.B.: 9
  • SPD: 16

Treasure: None

There are four wyvernlings in the barn, though only two are visible at the moment. The other two are perched in the hayloft, one to each side Of the door. The round after the heroes enter the barn, they jump down, either attacking the characters in the rear with a bonus (see below) or trapping the heroes between them and the wyvernlings already on the ground. The wyvernlings in the loft are not making any attempt to hide themselves, so any player that thinks to have his or her character look up into the hayloft sees them. The wyvernlings in the loft still jump down on the heroes but do not gain any benefit from their surprise attack. Assume that if someone is smart enough to check overhead, they are also smart enough to warn the others immediately upon seeing a slavering winged reptile looming above them. The wyvernlings in the loft that leap down on unsuspecting opponents gain a +2 bonus to their attack rolls. These wyvernlings gain this advantage for both of their attacks in a round, but for the round they jump down only. The next round, and all following rounds, they attack normally.

The wyvernlings strike twice each round. Roll the biting attack first, which inflicts Id6 points of damage when it successfully hits a character. Then roll the stinging tail. Remember that the wyvernlings have a poisonous sting (no doubt the players whose heroes have already felt that sting will remember). When a hero is stung by a wyvernling, have that hero roll a saving throw against the wyvernling's poison. The saving throws of the entire party are as follows (remember, a successful saving throw means roll that number or higher on Id20): Wyverns By Moonlight (an Optional Encounter)

The heroes have no reason to doubt Seraphina's word, but they may want to check things out for themselves. If they're cautious, let them stake out the falls on one of the following evenings. On the evening in question, the heroes spend the first watch (before midnight) without any encounters. Shortly after midnight, they see a number of shadowy forms appearing at the top of the falls. One, then a second, and finally a third launch themselves from the top of the falls. Three wyvernlings, their leathery wings spread out in the moonlight, half-fly, mostlyglide to the floor of the valley.

The players must make a choice at this point. They must either track down and fight the three wyvernlings (not a difficult task; indeed, the wyvernlings are hungry and will catch the heroes' scent), or let the wyvernlings go unmolested into the valley. If they do the latter, there are more reports of dead cattle, and the farmers are even more irritated with the heroes for wasting their time while monsters lurk in the shadows. Use the wyvernlings from Encounter 3 if the heroes end up in combat with them.

A character that fails this saving throw suffers a -2 penalty to all attack rolls for the next day. When a poisoned character attacks, subtract 2 from each attack roll (an 18 becomes a 16, for example). The effects are not cumulative, so a hero cannot suffer more than a -2 penalty, regardless of how many times her or she has been stung. A full day's rest cures the poison, as will such magic as the elixir of health. The wyvernlings are fighting for their food (the dead cows). They do not retreat, and once they are attacked, they attack the heroes rather than continue eating, so the characters may try to lead them out of the barn and away from the rest of the cattle. None of the farmers want to mess with the wyvernlings, with the exception of Alistair (armed with his shovel). Alistair is brave but not particularly powerful. There are five cows left alive, all pretty much petrified. If the heroes manage to clear a path to the entrance, they can be easily herded to safety.

The wyvernlings, as before, have no treasure on them. However, if Elarial is with the heroes, he offers, free of charge, his remaining elixirs of health, for use in their expedition into the mountains beyond Wyvern Falls. If the heroes are defeated by the wyvernlings, the beasts slaughter the rest of the cattle, gorge themselves on the blood and meat, then break out of the barn, scattering the farmers. The farmers find the dying forms of the heroes among the straw and nurse them back to health. Needless to say, they are not impressed With the hero's prowess, and, being a direct and honest people, say as much to their faces.

Encounter 5: The Temple Beyond the Falls

The next day (or several days later, depending on how banged up the heroes are), read the following aloud to the players:

With dawn, the area around Wyvern Falls is wrapped in a false peace, as tranquil as the morning fog and just as insubstantial. Unless stopped at the source, these wyvernlings will just keep coming down from the falls. The path to defeating them leads to the headwaters above Wyvern Falls.

Seraphina's story points the heroes towards the falls. There is a rough path along the side of the mountain that passes over several switchbacks before reaching the top. Horses cannot make the trip up the side of the mountain, but a mule can (if the heroes brought one along).

Have the heroes form up a "marching order" for the trip up the path on foot. (If other characters are present, see the sidebar entitled "What About Bobbie?") Read the players the following aloud:

A single path snakes up the cliff wall at the near side of the falls, and the climb is slow and dangerous. At last you reach the top of the falls themselves. Turning back for the moment, you see the Vale spread out before you—the rolling farmlands and deep forests still hedged in fog in places, and the mountains on the opposite side of the vale dark and foreboding.

Your group turns and follows the stream into the mountains. It's a fast mountain flow, swollen by rain, and it rushes past you in a white-foamed surge to reach the falls. The path is along one bank of the stream and a few feet above the flow of the water. Still, the rushing water makes it hard to communicate, and you need to shout to be heard.

For most of the day you travel up the narrow defile, a single route without any branches at all. If the wyvernlings came down this gorge, their lair must be further in. Finally, as the sky begins to darken and the defile is already in deep shade, the gorge begins to widen slightly into a meadow. Up ahead you see what looks like a ruined building with a large bonfire built in the center.

And you hear singing—rough, harsh songs that come from no human throat.

The Ruined Temple

The area ahead is a ruined temple originally used by a wyvern-worshipping religion in the time of Alaxus. Only a cluster of individual pillars remain standing; the walls and roof of the original temple are long gone. The temple complex (and its inhabitants) are shown on the map on this page.

There are four goblins and their leader, a goblin shaman, in the temple area. They have three wyvernlings in a cage for the ceremony. They have captured the creatures and, after a ceremony to "bless" them, intend to release them and let them move downstream as a pack, eventually reaching the Vale.

In addition to the three wyvernlings in the cage, the goblin shaman also has a larger wyvernling that he uses as his personal mount and pet. This creature is about half again the size of the others (about 10' tall) and is capable of carrying the goblin shaman away.

The goblins have not noticed the presence of the party, and as yet the party does not know the nature of the service being held in the ruined temple. The players have several options for their heroes. They include:

  • Sitting Tight—The heroes do not go forward, but wait for the singing to stop. After a while, the goblins finish their "blessing" ceremony and let the three wyvernlings go. The heroes are attacked by the three wyvernlings. The goblins and the large wyvernling retreat up the mountain and escape.
  • Sneaking Past the Temple—The heroes decide not to mess with the temple, but push on up the narrow valley, hoping that the temple is not important. They can bypass the temple if they are relatively cautious and quiet. However, three more wyvernlings are let go to wreak havoc in the valley, and the heroes may still have to deal with the goblin shaman (See Encounter 7: One More Thing). If the heroes create a lot of noise while they are moving around the temple, then go to the next choice.
  • Shouting to the Temple—The heroes call attention to themselves by shouting, crying, or otherwise making a lot of noise. The singing stops immediately, and the goblins fade into the surrounding mountains. They leave the three wyvernlings for the heroes to fight, as in the first option.
  • Investigating the Temple—The goblins are not expecting visitors, so the heroes can get fairly close before they are detected. However, they eventually are detected, and the goblins react accordingly.

Investigating the Temple

If the heroes investigate the temple (or send the halfling ahead), read the following aloud:

You see the wreckage of an old temple. At one time it was probably an imposing structure, but the walls and roof have long since fallen, leaving only six large stone pillars still standing among the rubble. You notice that the pillars and toppled stones are carved with the symbols of wyverns and dragons.

Among the fallen pillars is a great bonfire, and there are five goblins chanting around it. One is standing atop a low altar and wears a tall, feathered headdress. He seems to be leading the others in their chants. You notice that the goblin leader holds a chain attached to a large wyvernling, larger than any you have seen so far, and this large creature seems docile around the goblins.

Near the fire is a large cage made out of wicker reeds. Within the cage are three more wyvernlings. They thrash about in their cage and look very, very hungry.

As you watch the proceedings, the goblin leading the chant pauses for a moment and sniffs the air (pause here to let the players involved say, "uh-oh"). Then his eyes narrow and he points. He hisses something in his incomprehensible language, and the other goblins draw their weapons—you've been noticed!

The heroes investigating the matter can run from the temple area. If they do so, then the goblins release the caged wyvernlings to pursue them (it takes 2 rounds for the wyvernlings to be released). The wyvernlings pursue the heroes and eventually overtake them (resulting in a battle). The goblins fade into the mountains.

If the heroes choose to stand their ground and fight, they have a chance of defeating the goblins before the wyvernlings are released. Because the goblins were not paying attention right away, the heroes automatically get to attack first in the initial round. After the first round, roll initiative to determine who goes first.

Goblins and Wyvernlings

Goblin

  • Alignment: Miscreant
  • Attributes: I.Q. 7, M.E. 8, M.A. 7, P.S. 10, P.P. 14, P.E. 12, P.B. 6, Spd. 11
  • Hit Points: 20
  • S.D.C.: 15
  • Armor: Leather (A.R. 10, S.D.C. 25)
  • Skills of Note: Prowl 35%, Wilderness Survival 45%, Climbing 60%
  • Weapons: Short sword (1D6), Small shield (1D4, S.D.C. 20)
  • Magic: None
  • Psionics: None
  • Combat: 3 attacks per melee, +2 to parry, +1 to dodge
  • Bonuses: +2 to save vs. magic

Goblin Shaman

  • Alignment: Diabolic
  • Attributes: I.Q. 11, M.E. 12, M.A. 10, P.S. 10, P.P. 12, P.E. 12, P.B. 8, Spd. 10
  • Hit Points: 30
  • S.D.C.: 20
  • Armor: Studded leather (A.R. 13, S.D.C. 35)
  • Skills of Note: Lore: Demons & Monsters 55%, Lore: Magic 45%, Prowl 30%
  • Weapons: Staff (2D4), Large wyvernling (2D6)
  • Magic: Fireball (4D6), Blinding Flash
  • Psionics: None
  • Combat: 3 attacks per melee, +2 to strike, +3 to parry, +1 to dodge
  • Bonuses: +3 to save vs. magic

Wyvernling

  • Alignment: Diabolic
  • Attributes: I.Q. 6, M.E. 12, M.A. 8, P.S. 18, P.P. 16, P.E. 15, P.B. 9, Spd. 16
  • Hit Points: 40
  • S.D.C.: 50
  • Armor: Scales (A.R. 12, S.D.C. 30)
  • Skills of Note: Climbing 70%, Prowl 35%
  • Weapons: Bite (2D6), Claws (1D6)
  • Magic: None
  • Psionics: None
  • Combat: 3 attacks per melee, +3 to strike, +2 to parry, +1 to dodge
  • Bonuses: +2 to save vs. poison

Victory and the Celebration

Once the goblins and wyvernlings are defeated, the heroes can explore the ruins. Among the goblins' possessions, they find a map that hints at the location of a hidden treasure within the Vale. The exact details are left to the GM's discretion but could include a hoard of gold, magical items, or ancient relics.

After returning to the Vale, the heroes are celebrated as saviors. The townsfolk gather at the village square, where the Patriarch thanks them personally. The farmers, grateful for the heroes' efforts, present them with a reward of 1,000 gold pieces, as promised.

The Patriarch also offers the heroes a place to rest and heal, urging them to continue their quest with renewed vigor.

Encounter 6: Lair of the Wyvern

After the heroes recover from their previous battle at the temple, they set out again. Read the following aloud to the players:

You travel for the better part of the day, the tiny valley closing in again into a narrow defile that continues into the mountains. After a short distance, a landslide blocks the way, the stream rising out of the shattered rocks in a roaring cascade. The trail goes no further. The avalanche is recent, for the stones are still sharp and newly broken. Far up the hill of toppled rock is a great cavern torn in the side of the mountain.

Halfway up the slope something red gleams in the late afternoon sun. As you watch, the sun strikes the large, reddish gem, and it starts to glimmer. Slowly, mist gathers around the gem, forming into the shape of a wyvernling.

The Eye of the Wyvern

The Eye of the Wyvern is a large, flat, red crystal about a foot across, set in a brass holder that supports the crystal on three legs (currently folded up beneath the crystal). When there is sufficient direct sunlight, a wyvernling is created. It takes about an hour of such sun, but given the location of the slide in the defile and the recent weather, usually about three to four wyvernlings are created each day.

It takes 2 melee rounds for a wyvernling to come into being once there is sufficient light. The first round, the wyvernling has a ghostly, insubstantial form, while on the second, it takes more corporeal shape. The wyvernling cannot be harmed the first round, but it can the second (with its normal Armor Rating of 6). After the second round, the wyvernling moves and attacks normally.

The current wyvernling is in the first round of being formed. In the second round, it becomes solid enough to be attacked, and the round after that, it attacks. It takes the heroes 2 rounds to reach the Eye of the Wyvern, which means the wyvernling can be attacked with missile weapons (thrown daggers or arrows) and spells the second round, but the wyvernling is able to close with the heroes and attack back in the third round and beyond. This single wyvernling is large (about the size of Fang) and has 9 hit points (HP).

Battle with the Wyvernling

Large Wyvernling

Alignment: Diabolic

Attributes: I.Q. 6, M.E. 12, M.A. 6, P.S. 20, P.P. 18, P.E. 16, P.B. 10, Spd 20

Hit Points (HP): 40

S.D.C.: 80

Armor Rating (A.R.): 12

Attacks per Melee: 4

Damage: Bite 2D6, Claws 1D8 each, Tail Slap 2D8

Bonuses: +2 to strike, +3 to parry, +3 to dodge, +4 to damage

Magic: None

Psionics: None

Natural Abilities: Nightvision 60 feet, keen hearing, and sense of smell

Once the heroes reach the Eye of the Wyvern, read the following aloud:

You climb up the loose rock of the slide. The red gleam comes from a great reddish crystal set in a brass stand lying among the rubble of the recent landslide. The air seems to ripple around it, and your hair rises on the back of your neck as you approach it. It has just created a wyvernling; this is the source of the reptilian raiders.

As you near it, you hear a great roar from farther up the slope. At the entrance of the cavern is a huge wyvern—a real one, over 35 feet long from fanged muzzle to poisonous tail. It shrieks a defiant roar and charges at you.

Battle with the Wyvern

Wyvern

Alignment: Diabolic

Attributes: I.Q. 6, M.E. 12, M.A. 6, P.S. 24, P.P. 18, P.E. 20, P.B. 10, Spd 25

Hit Points (HP): 100

S.D.C.: 180

Armor Rating (A.R.): 14

Attacks per Melee: 4

Damage: Bite 4D6, Claws 2D6 each, Tail Sting 3D6 (poisonous, save vs. poison or take additional 4D6 damage)

Bonuses: +3 to strike, +4 to parry, +4 to dodge, +6 to damage

Magic: None

Psionics: None

Natural Abilities: Nightvision 60 feet, keen hearing, and sense of smell

Improvisation

Players should be rewarded for improvising. They are fighting on a recent rock-fall, and someone may think to get above the wyvern and push rocks down on it. Doing so causes an additional avalanche. The heroes have a chance to make Dexterity ability checks to get out of the way (roll the character's Dexterity or less on 1D20), but the wyvern is not so lucky; it is struck automatically. Any characters or creatures caught under the barrage of falling rock suffer 5D6 points of damage, and the wyvern, if it is still alive at this point, is trapped for the next 3 melee rounds.

Rewards

The large wyvernling is worth 250 XP, while the wyvern itself is worth 1,400 XP.

Once the wyvern (and wyvernling) is disposed of, the heroes have two things to investigate. One is the Eye of the Wyvern and the other is the wyvern's cave. The Eye can be easily smashed, destroying its power forever. Its power can be negated by putting it out of the light of the sun (say, in a pack or sack, or even beneath a cloak).

The cave was once a hidden repository of treasure for Alaxus, the minotaur mage. There are several large chests, which have split their sides from exposure to the elements, spilling gold and gems across the stone floor. There are 7,000 gp in the cavern, 6,000 sp, and five large rubies, each worth 1,000 gp. The entire haul is worth 12,600 gp.

In addition, hanging along the back wall is a broadsword, a short sword, a mace, and a dagger. All are +1 magical weapons, granting +1 bonuses to both attack and damage rolls.

Encounter 7: One Last Thing

This is an optional encounter and takes place only if the goblin shaman and Fang, his large pet wyvernling, escape back in Encounter 5. The heroes, if they have destroyed or are carrying the Eye of the Wyvern, are wrecking the goblin shaman's racket, and he wants revenge.

This encounter takes place in the area of the ruined temple from Encounter 5 during the return trip. As the heroes enter the area where the defile widens, and if the goblin shaman and Fang are still alive, read the following aloud:

You return down the gorge, passing the wreckage of the old temple on your right. The clouds are low and thick, and darkness falls earlier than expected. As you round the bend in the trail, a great roar echoes from the temple ruins. With a curse, you recognize the sound of the wyvern you fought before!

Battle with Fang and the Goblin Shaman

Goblin Shaman

Alignment: Diabolic

Attributes: I.Q. 12, M.E. 10, M.A. 8, P.S. 12, P.P. 14, P.E. 14, P.B. 8, Spd 12

Hit Points (HP): 20

S.D.C.: 20

Armor Rating (A.R.): 10

Attacks per Melee: 2

Damage: 1D6 (staff) / 1D4+1 (magic missile)

Bonuses: +1 to strike, +2 to parry, +2 to dodge

Magic: Magic Missile (1D4+1 damage, three times per day), Fireball (2D6 damage, once per day), Fear (once per day)

Psionics: None

Natural Abilities: Nightvision 60 feet, keen hearing, and sense of smell

Fang

Alignment: Diabolic

Attributes: I.Q. 5, M.E. 10, M.A. 6, P.S. 20, P.P. 16, P.E. 14, P.B. 8, Spd 16

Hit Points (HP): 60

S.D.C.: 120

Armor Rating (A.R.): 12

Attacks per Melee: 4

Damage: Bite 2D6, Claws 1D8 each, Poisonous Sting 1D6 (causes -2 penalty to attack rolls for the next day, full day's rest or elixir of health cures the poison)

Bonuses: +2 to strike, +2 to parry, +2 to dodge, +4 to damage

Magic: None

Psionics: None

Natural Abilities: Nightvision 60 feet, keen hearing, and sense of smell

Once Fang is slain, or if the shaman is defeated before Fang, the goblin shaman flees the battle. If he escapes, the shaman seeks to return to his kin, intent on raising a force to destroy the heroes at a later date. If captured, the shaman curses the heroes and reveals that more wyvernlings can be summoned by other Eyes of the Wyvern, hidden throughout the lands. This leaves the heroes with a possible future quest and a lingering threat.

If the shaman and Fang are defeated, the heroes can rest and recover before making their way back to Newhaven, ready to report their victory and collect their reward.

Wyvern Peak rises majestically amidst the rugged side of the Ancient dormant super-volcano, Mt Lasse' Amon, its slopes shrouded in mystery and danger. Nestled at the mountain's base, in an area known as the Vale, Wyvern Falls in centuries past was once a thriving mining outpost, but was shut down due to mysterious happenings in the mines and over the centuries became a farming community and after the War an active Sheep ranching and farming community. Recent unsettling events have disrupted its tranquility. Strange sightings of shadowy figures prowling the slopes, unexplained disappearances of sheep and some farmers, and eerie howls echoing through the misty valleys have gripped the village with fear. At first they thought it was just the Wyvernlings and so asked for the patriarch to send help. The Group came and after several encounters with the Wyvernlings ended the threat. Everything seemed fine for about 2 weeks and then started up again. The adventurers returned to Wyvern Falls, drawn by the new rumors. They are welcomed by the village the Mayor, who seeks their aid in investigating the disturbances. The Mayor was quite impressed by how things were handled but once again the villagers are on edge, fearing that either the wyvern threat was not ended as claimed or something even more sinister lurks in the ancient mines slopes of Wyvern Peak, threatening their livelihoods and safety.

As the adventurers delve into the investigation, they will uncover clues pointing to a hidden cave network deep within the mines. Local legends speak of these caves as the domain of an ancient dragon or a forgotten sorcerer who once wielded dark magic. By this time the Adventures have faced off with Moltenclaw so are suspicious that he may be behind this. The adventurers must navigate treacherous paths, overcome natural hazards like avalanches and mountain predators, and solve puzzles left behind by the mountain's previous inhabitants.

Encounter Sites

  1. The Misty Gorge

    Deep within the labyrinthine Mountain lies the Misty Gorge, a natural wonder that winds its way through sheer cliffs and rugged terrain. Veiled in a perpetual mist that seems to emanate from the very core of the mountains, this gorge is both beautiful and treacherous. The mist drifts eerily, obscuring vision and creating an atmosphere of mystery and unease. The gorge itself is narrow, its walls rising sharply on either side to vertigo inducing heights. Jagged rocks jut out from the cliffs, forming precarious ledges and alcoves where elusive mountain creatures make their nests. The sound of rushing water echoes through the gorge, as the Waterfall can be heard for miles around.

    1. Spectral Guardians:


      Legends speak of spectral guardians that patrol the mist-shrouded depths of the gorge. These ethereal beings are said to be the spirits of ancient warriors who once defended this sacred place and some godlike being who dwells in the mountan against invaders. It is said the beings are trapped in the Mists, forced to drive away all, even those of pure intent. Glowing with an otherworldly light, they appear and disappear amidst the mist, their haunting wails warning intruders to turn back.

      Spectral Ambush: As the adventurers navigate the misty gorge, spectral guardians materialize from the fog, wielding ancient weapons and attacking with ghostly ferocity. They will not attack in Unison and will give the characters one final chance to turn back. If the characters refuse they will attack in earnest. Their incorporeal forms make them resistant to physical attacks, requiring the adventurers to rely on magic or enchanted weapons to defeat them. They are indeed trapped and forced to do the bidding of a long dead being that set them against their original purposes. If they are defeated they will be free of the trap and will return to the celestial plan to continue on their original works.

      Spectral Guardians:

      1. Azrael, known as the Silent Sentinel, is a towering figure shrouded in a ghostly cloak. His ethereal armor glows with a cold, blue light, and his eyes burn with an unearthly fire. Azrael wields a spectral sword that whispers in the wind as it moves, its blade capable of slicing through the fabric of reality. His original purpose was as the guardian of lost souls, guiding them to the afterlife and protect them from dark forces that sought to consume them.
        • A.R.: 16
        • H.P.: 80
        • S.D.C.: 200
        • Attacks: 4 per melee
        • Damage Per Attack:
          • Ethereal Sword: 4d6+5
          • Energy Blast: 3d6
        • Horror Factor: 15
        • Bonuses: +4 to strike, +3 to parry, +3 to dodge, +3 to save vs. magic, +2 to save vs. psionics
        • Weapons/Equipment: None (Azrael's existence and equipment are tied to his ethereal nature and cannot be taken)
        • Stats:
          • I.Q.: 15
          • M.E.: 18
          • M.A.: 12
          • P.S.: 32 (supernatural)
          • P.P.: 20
          • P.E.: 24
          • P.B.: 10
          • SPD: 18
          • PER: 17
          • LUCK: 12
        • Special Abilities:
          • Invisibility (limited)
          • Ethereal Sword: +5 to damage, ignores physical armor
          • Aura of Protection: Grants +3 to save vs. magic and psychic attacks to allies within 30 feet
          • Soul Guide: Can sense the presence of souls within 1 mile
        • Treasure: None (Azrael's existence and equipment are tied to his ethereal nature and cannot be taken)
      2. Seraphina, the Blazing Fury, is a fierce spectral warrior engulfed in an aura of eternal flames. Her fiery wings and blazing sword strike fear into the hearts of her enemies. Her original purpose was as a guardian of sacred places, she was sworn to protect ancient relics and holy sites from desecration.
        • A.R.: 18
        • H.P.: 75
        • S.D.C.: 180
        • Attacks: 5 per melee
        • Damage Per Attack:
          • Flaming Sword: 5d6+3
          • Fireball: 4d6
        • Horror Factor: 14
        • Bonuses: +5 to strike, +4 to parry, +4 to dodge, +4 to save vs. magic, +2 to save vs. psionics
        • Weapons/Equipment: +5 Holy Defender Bastard Sword
        • Stats:
          • I.Q.: 16
          • M.E.: 20
          • M.A.: 14
          • P.S.: 34 (supernatural)
          • P.P.: 22
          • P.E.: 22
          • P.B.: 14
          • SPD: 20
          • PER: 18
          • LUCK: 14
        • Special Abilities:
          • Fire Aura: Deals 1d6 damage to anyone who comes into direct contact
          • Flaming Sword: Deals an additional 2d6 fire damage
          • Wings of Fire: Can fly at a speed of 40
          • Sacred Guardian: Immune to fire and heat-based attacks
        • Treasure: Holy Relic: +5 Holy Defender Bastard Sword
      3. Morwen, the Shadow Stalker: Morwen, the Shadow Stalker, is a spectral warrior wrapped in darkness, her form barely visible except for her piercing red eyes. She moves silently and strikes from the shadows. Her original purpose was as a guardian of hidden and forbidden knowledge. Morwen protected ancient tomes and secrets from those who would misuse them.
        • A.R.: 17
        • H.P.: 70
        • S.D.C.: 160
        • Attacks: 4 per melee
        • Damage Per Attack:
          • Shadow Blade: 4d6+4
          • Shadow Bolt: 3d6
        • Horror Factor: 16
        • Bonuses: +6 to strike, +5 to parry, +5 to dodge, +5 to save vs. magic, +3 to save vs. psionics
        • Weapons/Equipment: Twin Spectral Daggers: Melee weapons (as per rules), bonuses to hit in darkness.
        • Stats:
          • I.Q.: 17
          • M.E.: 19
          • M.A.: 13
          • P.S.: 30 (supernatural)
          • P.P.: 23
          • P.E.: 21
          • P.B.: 13
          • SPD: 24
          • PER: 19
          • LUCK: 13
        • Special Abilities:
          • Shadow Meld: Can blend into shadows, becoming nearly invisible
          • Shadow Blade: +4 to damage, ignores non-magical armor
          • Dark Vision: Can see in complete darkness
          • Knowledge Keeper: +10% to all Lore skills
        • Treasure: Forbidden Tomes: Morwen could possibly have 1 of the following books in her possesion:

          Roll D8-1 a roll of 1 means that none of the books are in her possesion. Each book has an aura of Evil and will not feel right when touched. They are all written in a strange language that even tonges spell will not translate but after 2 years of study will become legible to the owner.
          1. The Skin Book of Innumerable Eyes: This unsettling tome is bound in a leather cover that appears disturbingly like human skin. Embedded within the cover are numerous lifelike, blinking eyes that seem to follow the reader's every movement. These eyes are said to grant the reader visions of hidden truths and secrets but at a cost—prolonged reading can lead to paranoia and madness.
            Contents: The book contains ancient spells and rituals for divination and scrying, allowing the reader to see into other realms and uncover hidden truths.
            Reason for Being Forbidden: The book's methods for divination and scrying expose the reader to eldritch horrors and forbidden knowledge that can drive them insane. The constant surveillance by the eyes on the cover adds to the paranoia, making it dangerous for anyone to keep or use.
            Consequences for Reading:
            1. Madness and Paranoia: The reader may gradually lose their sanity as the book's constant surveillance and disturbing visions drive them to paranoia.
            2. Revelation of Horrors: The book reveals hidden truths and eldritch horrors that can leave lasting psychological scars.
            3. Possession: Prolonged exposure might lead to possession by malevolent entities attracted to the reader's increasing vulnerability.
          2. Ulrik's Gazes Beyond the Void: This heavy, black-bound tome exudes a sense of dread. The pages are inscribed with intricate runes and diagrams that glow faintly in the dark. The author, Ulrik, was a famed sorcerer who delved into the mysteries of the void, seeking knowledge beyond the mortal realm.
            Contents: The book explores the concept of the void and includes spells for summoning creatures from beyond, methods of communicating with void entities, and techniques for traveling through void portals. Each chapter is accompanied by Ulrik's detailed notes and personal experiences, often recounting harrowing encounters with void-dwellers.
            Reason for Being Forbidden: This tome provides knowledge and spells to summon entities from the void, which can lead to catastrophic events if these creatures are not properly controlled. The void entities can wreak havoc in the mortal realm, and the knowledge of the void itself can corrupt the minds of those who study it too closely.
            Consequences for Reading:
            1. Void Corruption: Exposure to the void can corrupt the reader's mind and soul, leading to erratic behavior and a detachment from reality.
            2. Summoning Catastrophe: Misuse of summoning spells can result in the uncontrolled release of void entities, causing widespread destruction.
            3. Psychic Overload: The intense mental strain from communicating with void entities can lead to psychic breakdowns.
          3. The Six Tongues of the Fast Stars: This mystical book is adorned with silver star motifs and is bound in a material that shimmers like the night sky. The pages are delicate, almost translucent, and filled with cryptic symbols that require special knowledge to decipher.
            Contents: The tome discusses the language of the stars, providing incantations and rituals to harness the power of celestial bodies. It includes star maps, astrological predictions, and spells for calling upon the six primary star deities, each associated with a different aspect of the cosmos. The book emphasizes speed and travel, both physical and astral.
            Reason for Being Forbidden: The rituals and spells to harness celestial power can have unintended and far-reaching consequences, such as destabilizing the fabric of reality or calling down catastrophic celestial events. The fast stars' power can be overwhelming, leading to potential misuse and disaster.
            Consequences for Reading:
            1. Star Influence: The reader may become overly influenced by celestial entities, losing their free will and becoming a pawn of the stars.
            2. Cosmic Catastrophes: Incorrectly performed rituals can cause celestial phenomena that might lead to natural disasters.
            3. Temporal Distortion: Using the book's power for travel can distort time and space, potentially trapping the reader in an alternate reality.
          4. Origen's The Stars Like Dust: This ancient, dusty volume is bound in a deep blue cover speckled with what appears to be star dust. The pages are yellowed with age and filled with elegant script and intricate illustrations of constellations and celestial events.
            Contents: Written by the renowned astronomer and mystic Origen, this tome explores the influence of stars on destiny and fate. It includes horoscopes, star charts, and methods for predicting future events based on the alignment of stars. There are also philosophical musings on the nature of the universe and the interconnectedness of all things.
            Reason for Being Forbidden: Origen's predictions and star-based rituals can alter destinies and manipulate fate, which poses a significant threat to the natural order. Misuse of this knowledge can lead to unforeseen consequences, making it too dangerous to be widely available.
            Consequences for Reading:
            1. Destiny Manipulation: The reader's attempts to alter destinies might lead to unintended and catastrophic changes in people's lives.
            2. Astral Influence: Prolonged reading can attract astral entities that might haunt or possess the reader.
            3. Fate's Retribution: Tampering with fate might invoke the wrath of fate itself, causing misfortune and curses to befall the reader.
          5. Curiosites of de Vooid: This eccentric book is filled with illustrations and descriptions of strange and otherworldly phenomena. The cover is an eclectic collage of symbols and images that hint at the bizarre contents within.
            Contents: A compilation of bizarre and rare phenomena related to the void, this tome includes accounts of encounters with void creatures, descriptions of void landscapes, and artifacts supposedly from the void. The text is scattered with the author's personal theories and speculative essays on the nature of these curiosities.
            Reason for Being Forbidden: The phenomena and artifacts described in this book are often from the void and can have unpredictable and dangerous effects in the mortal realm. The author's speculative theories might encourage reckless experimentation with these void artifacts, posing significant risks.
            Consequences for Reading:
            1. Exposure to Void Artifacts: Handling or experimenting with void artifacts described in the book can cause physical and mental harm.
            2. Summoning Void Creatures: Attempts to recreate void phenomena can lead to the manifestation of dangerous creatures.
            3. Reality Distortion: The reader might unintentionally create rifts in reality, leading to unpredictable and dangerous anomalies.
          6. Handel's Calculations of the Immortal Mind: Bound in a sleek, metallic cover, this book has an almost futuristic appearance. The pages are filled with complex mathematical equations, charts, and diagrams that are meticulously detailed.
            Contents: Handel, a brilliant but reclusive scholar, attempted to quantify and understand the nature of immortality through mathematics and logic. The book includes advanced theories on the mind, consciousness, and the possibility of eternal life. There are also practical applications for extending one's lifespan and enhancing mental capabilities, though the methods are often morally ambiguous.
            Reason for Being Forbidden: Handel's mathematical approach to immortality and consciousness involves morally ambiguous methods, such as altering human nature or extending life at the cost of others. The potential for creating powerful but unethical enhancements makes this book highly dangerous.
            Consequences for Reading:
            1. Moral Corruption: The quest for immortality can corrupt the reader's morals, leading to unethical actions and experiments.
            2. Mental Breakdown: The complex calculations and theories might overwhelm the reader, leading to mental exhaustion or breakdown.
            3. Extended Life Consequences: Even if successful, extending one's life unnaturally can have unforeseen physical and psychological consequences.
          7. Krasius' Rips in the Sail of Time: This ancient tome is wrapped in a fabric that looks like it has been torn and mended numerous times. The cover is decorated with clocks and hourglasses, and the pages are filled with strange, flowing script.
            Contents: Krasius, a renowned time mage, authored this book on the manipulation of time. It contains spells and rituals for time travel, altering timelines, and glimpsing into the past and future. The text is interspersed with Krasius' own experiences and warnings about the dangers of tampering with time. There are also stories of individuals who have attempted such feats and the often tragic outcomes.
            Reason for Being Forbidden: The manipulation of time described in this tome can lead to paradoxes, timeline corruption, and irreversible changes to history. Time travel and altering timelines have proven to be fraught with peril, often resulting in dire consequences for the fabric of reality itself.
            Consequences for Reading:
            1. Temporal Paradoxes: Misuse of time manipulation spells can create paradoxes, endangering the fabric of reality.
            2. Timeline Corruption: Altering events in the past can drastically change the present, often in harmful ways.
            3. Time Guardian's Wrath: Entities that protect the integrity of time might target the reader for attempting to alter timelines.

            General Reason for all of these Tomes being forbidden, Power and Temptation: The knowledge contained within these books offers immense power, which can corrupt and tempt even the most well-meaning individuals. The risk of this knowledge falling into the wrong hands is too great, leading to their status as forbidden tomes, sealed away to prevent misuse and protect the world from their dangerous potential.

          General Consequences of reading for any of these Tomes:

          1. Attraction of Malevolent Entities: Reading any of these books might attract attention from dark forces interested in the power they contain.
          2. Isolation: The reader may become isolated from society, either due to their obsession with the book or because others fear the knowledge they possess.
          3. Ultimate Doom: The overwhelming power and knowledge within these books can lead to the reader's ultimate downfall, whether through madness, corruption, or physical harm.

          Each tome carries its own specific set of dangers, but all share the potential to bring about great harm, making them forbidden and highly dangerous to any who dare to read them. These tomes are meant as a test of character. Even Evil characters should fear these tomes.

      • Elusive Mountain Creatures

        The gorge is also home to a variety of elusive mountain creatures adapted to its harsh environment. Mountain goats with surefooted agility traverse the steep cliffs, while winged predators circle overhead, watching for any signs of weakness among the adventurers. Rare and exotic plants cling to the cliff faces, their vibrant colors contrasting sharply with the muted shades of the mist.

        As the adventurers make their way through the rugged mountain pass, a distant rumbling grows louder. Suddenly, a massive herd of goats bursts over the ridge, horns down and hooves pounding the earth. The ground shakes with the force of their charge, and the party must act quickly to avoid being caught in the deadly rush.

        1. Mountain Goat Stampede: A startled herd of mountain goats, spooked by the adventurers' presence, stampedes down the narrow gorge. The adventurers must quickly find shelter or risk being trampled by the panicked animals. Alternatively, they may attempt to calm the herd with animal handling skills or magical means.
          Goat Stampede
          Description: A stampede of 20 goats rushes through the area, trampling anything in their path.
          Effects: When a creature is caught in the path of a goat stampede, it must make a dodge roll to avoid being trampled.
          • Dodge Roll: The creature must succeed on a dodge roll vs. a base attack roll of 16 to avoid being trampled.
          • Failure: The creature takes 4d6 bludgeoning damage and is knocked prone.
          • Success: The creature takes half damage (2d6) and is not knocked prone.

          Area of Effect: The stampede covers a 30-foot wide, 60-foot long line. Creatures within this area at the start of their turn or when the stampede moves through their space are subject to its effects. The stampede moves 60 feet per round in a straight line. It can be redirected or halted by loud noises, barriers, or the intervention of a druid or ranger with appropriate skills.
        2. Cliffside Predators: Winged predators such as wyverns or giant eagles swoop down from their nests on the cliffs, attacking the adventurers with razor-sharp talons and beaks. The adventurers must fend off these aerial assailants while navigating the treacherous terrain of the gorge.

            Cliffside Predators Random Encounter Table

            Roll (d6) Predator
            1 Name: Roc
            Description: Giant birds of prey that nest in high cliffs, known for their massive wingspans and sharp talons.
            A.R.: 12
            H.P.: 60
            S.D.C.: 100
            Attacks: 2 per melee
            Damage Per Attack: 4d6 with talons, 2d6 with beak
            Horror Factor: 14
            Bonuses: +4 to strike, +2 to dodge
            Stats:
            • I.Q.: 4
            • M.E.: 10
            • M.A.: 8
            • P.S.: 25
            • P.P.: 18
            • P.E.: 22
            • P.B.: 12
            • SPD: 45 (flying)
            • PER: 14
            • LUCK: 10
            Special Abilities: Excellent vision, can see up to 2 miles away, immune to cold.
            2 Name: Cliff Drake
            Description: Smaller cousins of dragons, these agile creatures can climb and fly, making them perfect ambush predators.
            A.R.: 13
            H.P.: 80
            S.D.C.: 120
            Attacks: 3 per melee
            Damage Per Attack: 3d6 with claws, 2d6 with bite
            Horror Factor: 12
            Bonuses: +5 to strike, +3 to parry, +4 to dodge
            Stats:
            • I.Q.: 6
            • M.E.: 12
            • M.A.: 10
            • P.S.: 28
            • P.P.: 20
            • P.E.: 24
            • P.B.: 14
            • SPD: 35 (running), 50 (flying)
            • PER: 15
            • LUCK: 8
            Special Abilities: Can breathe fire (4d6 damage, 30ft range), night vision, can climb cliffs effortlessly.
            3 Name: Mountain Troll
            Description: Large, brutish creatures that dwell in caves along cliffsides, known for their incredible strength and regeneration.
            A.R.: 14
            H.P.: 100
            S.D.C.: 150
            Attacks: 3 per melee
            Damage Per Attack: 5d6 with fists, 3d6 with bite
            Horror Factor: 16
            Bonuses: +6 to strike, +3 to parry, +2 to dodge
            Stats:
            • I.Q.: 7
            • M.E.: 13
            • M.A.: 9
            • P.S.: 30
            • P.P.: 16
            • P.E.: 28
            • P.B.: 8
            • SPD: 20
            • PER: 12
            • LUCK: 5
            Special Abilities: Regenerates 2d6 HP per melee round, resistant to cold and fire.
            4 Name: Harpy
            Description: Vicious bird-women with a taste for human flesh, known for their shrill cries and aerial agility.
            A.R.: 10
            H.P.: 50
            S.D.C.: 80
            Attacks: 4 per melee
            Damage Per Attack: 2d6 with claws, 1d6 with bite
            Horror Factor: 13
            Bonuses: +4 to strike, +2 to parry, +5 to dodge
            Stats:
            • I.Q.: 8
            • M.E.: 11
            • M.A.: 12
            • P.S.: 18
            • P.P.: 22
            • P.E.: 16
            • P.B.: 6
            • SPD: 35 (flying)
            • PER: 13
            • LUCK: 9
            Special Abilities: Shriek attack (can deafen or disorient, 1d4 damage, 20ft radius), excellent night vision.
            5 Name: Cliffside Cougar
            Description: Stealthy and powerful big cats that hunt the cliffs, known for their deadly ambushes and swift attacks.
            A.R.: 12
            H.P.: 45
            S.D.C.: 70
            Attacks: 3 per melee
            Damage Per Attack: 3d6 with claws, 2d6 with bite
            Horror Factor: 11
            Bonuses: +5 to strike, +4 to dodge
            Stats:
            • I.Q.: 5
            • M.E.: 9
            • M.A.: 8
            • P.S.: 20
            • P.P.: 19
            • P.E.: 17
            • P.B.: 10
            • SPD: 40 (running), 50 (leaping)
            • PER: 14
            • LUCK: 7
            Special Abilities: Excellent night vision, can leap up to 30 feet horizontally or vertically from standstill.
            6 Name: Gargoyle
            Description: Stone-skinned creatures that perch on cliff faces, blending into their surroundings until they strike.
            A.R.: 15
            H.P.: 70
            S.D.C.: 110
            Attacks: 4 per melee
            Damage Per Attack: 4d6 with claws, 2d6 with bite
            Horror Factor: 12
            Bonuses: +6 to strike, +3 to parry, +5 to dodge
            Stats:
            • I.Q.: 9
            • M.E.: 11
            • M.A.: 12
            • P.S.: 25
            • P.P.: 20
            • P.E.: 22
            • P.B.: 8
            • SPD: 30 (flying), 16 (walking)
            • PER: 16
            • LUCK: 11
            Special Abilities: Stone skin (AR 18 vs. physical attacks), can camouflage itself against cliffs, glide silently.

      The Misty Gorge presents a formidable challenge to adventurers, testing their courage, resourcefulness, and skill. Those who successfully navigate its perilous depths may uncover valuable treasures hidden amidst the mist, as well as gain insights into the ancient mysteries that shroud the Wyvern's Spire.

    2. The Abandoned Mine


      A deserted mine shaft overrun by Goblins who have taken advantage of the chaos to establish their lair. The adventurers must negotiate with or defeat these creatures to gather more information.
      Deep within the shadow of Wyvern Peak lies an abandoned mine, its entrance concealed by overgrown foliage and forgotten by time. Once a bustling hub of activity, this mine was abandoned decades ago when the veins of precious ore that once promised wealth and prosperity ran dry. Now, it serves as a dark and foreboding lair for creatures of a more sinister nature.
      Description:
      The mine entrance is nestled amidst a rocky outcropping, hidden from casual view by the dense underbrush that has reclaimed the land. The wooden supports that once framed the entrance have rotted away, leaving the yawning maw of the mine exposed to the elements. A foul stench wafts from within, a grim harbinger of the creatures that now call this place home.
      Occupants: Goblins, drawn to the abandoned mine by its promise of shelter and secrecy, have established their lair within its darkened tunnels. These cunning and territorial creatures have transformed the mine into a labyrinthine warren of traps and makeshift barricades, guarding their ill-gotten treasures and plotting mischief against any intruders foolish enough to venture into their domain.

      Encounters:

      1. Ambush at the Entrance: As the adventurers approach the mine entrance, they are met with a hail of arrows or thrown rocks from hidden goblin archers. The goblins, taking advantage of the terrain, have set up a perfect ambush spot with ample cover. The adventurers must quickly take cover and fend off the ambush, either by returning fire or by employing stealth and cunning to outmaneuver their attackers. The goblins are relentless, aiming to drive the intruders away from their territory.

        Goblin Archers:

        1. Caveling Goblin
          • A.R.: 12
          • H.P.: 20
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 7
            • M.E.: 11
            • M.A.: 9
            • P.S.: 10
            • P.P.: 18
            • P.E.: 10
            • P.B.: 7
            • SPD: 11
            • PER: 12
            • LUCK: 12
          • Treasure:40 sp
        2. Caveling Goblin
          • A.R.: 12
          • H.P.: 19
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 5
            • M.E.: 13
            • M.A.: 8
            • P.S.: 12
            • P.P.: 19
            • P.E.: 12
            • P.B.: 5
            • SPD: 10
            • PER: 14
            • LUCK: 10
          • Treasure:50 sp
        3. Caveling Goblin
          • A.R.: 12
          • H.P.: 21
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 10
            • M.E.: 12
            • M.A.: 6
            • P.S.: 11
            • P.P.: 16
            • P.E.: 9
            • P.B.: 4
            • SPD: 9
            • PER: 11
            • LUCK: 13
          • Treasure:40 sp
        4. Caveling Goblin
          • A.R.: 12
          • H.P.: 22
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 8
            • M.E.: 10
            • M.A.: 9
            • P.S.: 15
            • P.P.: 15
            • P.E.: 8
            • P.B.: 8
            • SPD: 12
            • PER: 13
            • LUCK: 19
          • Treasure:40 sp
        5. Caveling Goblin
          • A.R.: 12
          • H.P.: 25
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 9
            • M.E.: 14
            • M.A.: 7
            • P.S.: 10
            • P.P.: 17
            • P.E.: 10
            • P.B.: 5
            • SPD: 11
            • PER: 10
            • LUCK: 14
          • Treasure:40 sp
        6. Caveling Goblin
          • A.R.: 12
          • H.P.: 20
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 8
            • M.E.: 10
            • M.A.: 9
            • P.S.: 1 5
            • P.P.: 18
            • P.E.: 10
            • P.B.: 10
            • SPD: 11
            • PER: 12
            • LUCK: 12
          • Treasure:40 sp
        7. Caveling Goblin
          • A.R.: 12
          • H.P.: 20
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 7
            • M.E.: 11
            • M.A.: 9
            • P.S.: 20
            • P.P.: 18
            • P.E.: 20
            • P.B.: 7
            • SPD: 11
            • PER: 12
            • LUCK: 12
          • Treasure:40 sp
        8. Caveling Goblin
          • A.R.: 12
          • H.P.: 23
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 8
            • M.E.: 14
            • M.A.: 11
            • P.S.: 16
            • P.P.: 18
            • P.E.: 15
            • P.B.: 7
            • SPD: 11
            • PER: 12
            • LUCK: 12
          • Treasure:40 sp
        9. Caveling Goblin
          • A.R.: 12
          • H.P.: 20
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 7
            • M.E.: 11
            • M.A.: 9
            • P.S.: 10
            • P.P.: 18
            • P.E.: 10
            • P.B.: 7
            • SPD: 11
            • PER: 12
            • LUCK: 12
          • Treasure:40 sp
        10. Caveling Goblin
          • A.R.: 12
          • H.P.: 26
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 6
            • M.E.: 11
            • M.A.: 9
            • P.S.: 19
            • P.P.: 18
            • P.E.: 18
            • P.B.: 4
            • SPD: 4
            • PER: 12
            • LUCK: 16
          • Treasure: 140 sp
        11. Caveling Goblin
          • A.R.: 12
          • H.P.: 30
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 9
            • M.E.: 14
            • M.A.: 9
            • P.S.: 16
            • P.P.: 16
            • P.E.: 16
            • P.B.: 3
            • SPD: 11
            • PER: 16
            • LUCK: 12
          • Treasure: 75 sp
        12. Caveling Goblin
          • A.R.: 12
          • H.P.: 20
          • S.D.C.: 50
          • Attacks: 2
          • Damage Per Attack: Bow- 1D6, Short Sword- 1D8
          • Horror Factor: 9
          • Bonuses: +1 to save vs faerie magic, +2 to save vs horror factor
          • Weapons/Equipment: Long Bow, Leather Armour, Short sword, Quiver of 24 arrows
          • Stats:
            • I.Q.: 9
            • M.E.: 10
            • M.A.: 7
            • P.S.: 11
            • P.P.: 110
            • P.E.: 18
            • P.B.:11
            • SPD: 7
            • PER: 12
            • LUCK: 12
          • Treasure: 20 sp

        Note: The goblin arrows are tipped with a crude, viscous substance that emits a foul odor akin to goblin excrement. Upon penetrating flesh, the toxin quickly infects the wound, causing ongoing damage and potentially leading to severe septicemia if untreated. Characters hit by these arrows must make a save versus toxins (standard save) or suffer ongoing damage of 1d6 S.D.C. per hour until proper medical attention or magical healing is administered.

      2. Fungus Cavern: As you enter the cavern, a dim, phosphorescent glow emanates from clusters of enormous mushrooms that tower like trees around you. Each fungus, as thick as a tree trunk and towering up to twenty feet high, spreads its cap like a canopy overhead, casting eerie shadows across the damp stone floor. The air is heavy with the musty scent of decay and earthy richness, mixed with a faint hint of sweet decay. The cavern walls are damp and slick with moisture, ideal conditions for the growth of these colossal mushrooms. Some mushrooms have caps as large as a wagon wheel, their surfaces textured with intricate patterns and hues ranging from pale, ghostly white to deep, velvety purples and blues. Glowing bioluminescent fungi dot the dark corners, casting a soft, ethereal light that barely penetrates the thick, humid air. Narrow paths wind between the fungal giants, their roots intertwining with the cavern floor and occasionally forming natural archways. Patches of luminescent moss and lichen carpet the ground, adding to the surreal ambiance of the cavern. Water drips steadily from stalactites overhead, forming small pools that reflect the soft glow of the mushrooms above. The cavern is not silent; the soft rustling of mushroom caps in the air currents and the occasional drip of water into a pool provide a steady backdrop to your footsteps. The occasional flutter of bat wings echoes faintly in the distance, drawn to the cavern by the abundance of insects and small creatures that thrive in this fungal paradise. This massive fungal garden appears to be cultivated deliberately, suggesting it serves as a crucial food source for a subterranean community or perhaps as a hidden sanctuary for those who understand the unique properties of these oversized fungi.

      3. As you enter this cavern, you notice thick strands of sticky webbing crisscrossing the ceiling and walls. Giant spiders, drawn to the darkness and preyed upon by the goblins for their silk, skitter through the shadows. The floor is littered with bones and discarded equipment of previous victims. The air is thick with the musty scent of decay and arachnid secretions.
        Traps:
        1. Web Snares: Hidden tripwires trigger the release of sticky webs from above, attempting to entangle and immobilize intruders. Base chance of tripping the trap is 40%.
        2. Pit Traps: Camouflaged holes in the floor lead to shallow pits filled with webbing and hungry spiders. Base chance of tripping at 30%.

        Encountered Monsters: 2-8 Giant Spiders: Size: 4-8 feet long. A.R.: 12, H.P.: 10, S.D.C.: 30, Attacks: 2, Damage: 2d4 or poison (save vs. poison or suffer additional effects).

      4. This cavern is dominated by a large, stagnant pool of water. Floating on its surface are grotesque 10 fungal growths resembling bloated toadstools. The air is heavy with the stench of rotting vegetation. Goblins have rigged makeshift platforms and bridges across the pool, using them to gather the fungal growths for food and medicine.
        Traps:
        1. Collapsing Bridges: Rotted wood and unstable platforms rigged to collapse under weight or pressure.
        2. Submerged Pitfalls: Hidden holes beneath the water's surface, filled with sharp stakes and covered with algae.

        Encountered Monsters: 10 Fungal Blobs: Size: Varies, A.R.: 10, H.P.: 15, S.D.C.: 20, Attacks: 1, Damage: 1d6+1. These amorphous creatures emerge from the fungal growths, attacking anything that disturbs their habitat.

      5. A gaping chasm that splits the cavern floor. A rickety wooden bridge spans the chasm, creaking ominously with every step. The air is stale, and faint echoes emanate from the depths below. Approaching the bridge, the adventurers are ambushed by goblin saboteurs who have rigged the bridge with traps. Hidden in alcoves along the chasm walls, the goblins hurl spears and rocks while attempting to cut the bridge supports with crude tools.
        Traps:
        1. Bridge Sabotage: Weakened supports that could collapse under the weight of anyone crossing. (Base Skill: 30%, Damage: 3d6 S.D.C., Effect: Causes bridge collapse if not detected.)
        2. Hidden Alcove Ambush: Goblins concealed in alcoves along the chasm walls, ready to attack. (Base Skill: 50%, Damage: 1d6 S.D.C., Effect: Surprise attack from hidden positions.)

        Goblin Saboteurs:

        1. Common Goblin Saboteur
          Attributes: I.Q. 8, M.E. 10, M.A. 9, P.S. 12, P.P. 14, P.E. 13, P.B. 7, Spd. 16, Per 11, Luck 12
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 gold coins, 1d4 small gems, basic provisions
        2. Common Goblin Saboteur
          Attributes: I.Q. 9, M.E. 12, M.A. 7, P.S. 13, P.P. 12, P.E. 12, P.B. 8, Spd. 14, Per 13, Luck 9
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 gold coins, 1d4 small gems, basic provisions
        3. Common Goblin Saboteur
          Attributes: I.Q. 10, M.E. 9, M.A. 8, P.S. 14, P.P. 13, P.E. 11, P.B. 6, Spd. 15, Per 14, Luck 8
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 gold coins, 1d4 small gems, basic provisions
        4. Common Goblin Saboteur
          Attributes: I.Q. 7, M.E. 11, M.A. 10, P.S. 11, P.P. 15, P.E. 12, P.B. 8, Spd. 13, Per 10, Luck 11
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 gold coins, 1d4 small gems, basic provisions
        5. Common Goblin Saboteur
          Attributes: I.Q. 8, M.E. 10, M.A. 7, P.S. 12, P.P. 14, P.E. 11, P.B. 7, Spd. 14, Per 9, Luck 10
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 gold coins, 1d4 small gems, basic provisions
        6. Common Goblin Saboteur
          Attributes: I.Q. 9, M.E. 12, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 6, Spd. 15, Per 12, Luck 13
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 gold coins, 1d4 small gems, basic provisions

      6. A mesmerizing crystal grotto, where veins of luminous quartz, amethyst crystals and the occasional diamond shimmer with ethereal light. The walls and ceiling are studded with these precious gems, casting colorful reflections across the cavern. The air is cool and tinged with the faint scent of minerals. Exploring the crystal grotto, the adventurers stumble upon a group of goblin miners. These goblins are busy extracting crystals from the cavern walls, using crude picks and chisels. Startled by the intrusion, the miners react defensively but may be open to negotiation or could sound an alarm to nearby goblin patrols.
        Traps:
        1. Crystal Shard Traps: Delicate crystals rigged to fall and shatter upon disturbance, causing cuts and minor injuries. (Base Skill: 40%, Damage: 1d4 S.D.C., Effect: Causes minor cuts and bleeding.)
        2. Cave-ins: Unstable sections of the cavern prone to collapse under pressure or loud noises. (Base Skill: 50%, Damage: 4d6 S.D.C., Effect: Causes structural collapse and potential entrapment.)

        Goblin Miners:

        1. Common Goblin Miner
          Attributes: I.Q. 8, M.E. 12, M.A. 7, P.S. 14, P.P. 13, P.E. 12, P.B. 7, Spd. 16, Per 11, Luck 10
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Pick Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 silver coins, 1d4 small gems, basic mining tools
        2. Common Goblin Miner
          Attributes: I.Q. 10, M.E. 11, M.A. 8, P.S. 13, P.P. 12, P.E. 13, P.B. 6, Spd. 15, Per 13, Luck 11
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Pick Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 silver coins, 1d4 small gems, basic mining tools
        3. Common Goblin Miner
          Attributes: I.Q. 9, M.E. 13, M.A. 9, P.S. 12, P.P. 14, P.E. 11, P.B. 8, Spd. 14, Per 10, Luck 12
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Pick Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 silver coins, 1d4 small gems, basic mining tools
        4. Common Goblin Miner
          Attributes: I.Q. 8, M.E. 10, M.A. 8, P.S. 14, P.P. 13, P.E. 12, P.B. 7, Spd. 15, Per 12, Luck 9
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Pick Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 silver coins, 1d4 small gems, basic mining tools
        5. Common Goblin Miner
          Attributes: I.Q. 9, M.E. 12, M.A. 9, P.S. 13, P.P. 11, P.E. 14, P.B. 8, Spd. 14, Per 13, Luck 10
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Pick Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 silver coins, 1d4 small gems, basic mining tools
        6. Common Goblin Miner
          Attributes: I.Q. 8, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 14, Luck 11
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Pick Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 silver coins, 1d4 small gems, basic mining tools
        7. Common Goblin Miner
          Attributes: I.Q. 9, M.E. 10, M.A. 9, P.S. 12, P.P. 14, P.E. 11, P.B. 7, Spd. 13, Per 12, Luck 13
          AR: 5
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Pick Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 1d6 silver coins, 1d4 small gems, basic mining tools

      7. A large, roughly hewn chamber serving as a goblin barracks. Crude bunks made from scavenged timbers and animal hides line the walls, each cluttered with personal belongings and crude weapons. The air is thick with the acrid scent of goblin sweat excriment, and the lingering smoke of cooking fires. A central hearth burns low, casting flickering shadows across the cavern. As the adventurers enter, they stumble upon a group of goblin warriors and their leader discussing their next raid. The goblins, caught off guard, react with hostility and attack. The Hob-goblin, armed with a jagged battle axe and wearing stolen chain armour, leads the charge while archers hidden in alcoves along the cavern walls rain down arrows. Traps:
        1. Crude Tripwires: Thin vines stretched across paths to trip unwary adventurers. (Base Skill: 40%, Damage: None, Effect: Trips victim if not detected.)
        2. Pit Traps: Concealed pits lined with sharpened stakes to impale those who fall in. (Base Skill: 30%, Damage: 3d6 S.D.C., Effect: Victim falls into pit and takes damage.)

        Goblin War Party:

        1. Hob-Goblin Enforcer:
          Attributes: I.Q. 14, M.E. 11, M.A. 12, P.S. 23, P.P. 18, P.E. 17, P.B. 8, Spd. 15, Per 14, Luck 17
          AR: 15 (Chain Armour)
          Hit Points: 35
          S.D.C.: 55
          Attacks per Melee: 3
          Damage: 1D12 (Battle Axe)
          Bonuses: +2 Dam, +1 to strike, +1 to parry, +1 to dodge
          Treasure: 60 sp
        2. Caveling Goblin Warrior
          Attributes: I.Q. 9, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 12, Luck 16
          AR: 12 (Studded Leather Armour)
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 32 sp
        3. Caveling Goblin Warrior
          Attributes: I.Q. 10, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 20, Luck 8
          AR: 12 (Studded Leather Armour)
          Hit Points: 25
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 28 sp
        4. Caveling Goblin Warrior
          Attributes: I.Q. 11, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 15, Luck 11
          AR: 12 (Studded Leather Armour)
          Hit Points: 30
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 34 sp
        5. Caveling Goblin Warrior
          Attributes: I.Q. 5, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 16, Luck 16
          AR: 12 (Studded Leather Armour)
          Hit Points: 31
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 30 sp
        6. Caveling Goblin Warrior
          Attributes: I.Q. 7, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 14, Luck 11
          AR: 12 (Studded Leather Armour)
          Hit Points: 27
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 30 sp
        7. Caveling Goblin Warrior
          Attributes: I.Q. 9, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 19, Luck 18
          AR: 12 (Studded Leather Armour)
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 1d6 (Short Bow)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 19 sp
        8. Caveling Goblin Archer
          Attributes: I.Q. 9, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 8, Luck 14
          AR: 10 (Leather Armour)
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 1d6 (Short Bow)
          Bonuses: +1 to strike with bow
          Treasure: 30 sp
        9. Caveling Goblin Archer
          Attributes: I.Q. 10, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 11, Luck 3
          AR: 10 (Leather Armour)
          Hit Points: 23
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 1d6 (Short Bow)
          Bonuses: +1 to strike with bow
          Treasure: 32 sp
        10. Caveling Goblin Archer
          Attributes: I.Q. 8, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 12, Luck 12
          AR: 10 (Leather Armour)
          Hit Points: 26
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 1d6 (Short Bow)
          Bonuses: +1 to strike with bow
          Treasure: 36 sp
        11. Caveling Goblin Archer
          Attributes: I.Q. 9, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 14, Luck 9
          AR: 10 (Leather Armour)
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 1d6 (Short Bow)
          Bonuses: +1 to strike with bow
          Treasure: 50 sp

      8. Fungus Cavern: As you enter the cavern, a dim, phosphorescent glow emanates from clusters of enormous mushrooms that tower like trees around you. Each fungus, as thick as a tree trunk and towering up to twenty feet high, spreads its cap like a canopy overhead, casting eerie shadows across the damp stone floor. The air is heavy with the musty scent of decay and earthy richness, mixed with a faint hint of sweet decay. The cavern walls are damp and slick with moisture, ideal conditions for the growth of these colossal mushrooms. Some mushrooms have caps as large as a wagon wheel, their surfaces textured with intricate patterns and hues ranging from pale, ghostly white to deep, velvety purples and blues. Glowing bioluminescent fungi dot the dark corners, casting a soft, ethereal light that barely penetrates the thick, humid air. Narrow paths wind between the fungal giants, their roots intertwining with the cavern floor and occasionally forming natural archways. Patches of luminescent moss and lichen carpet the ground, adding to the surreal ambiance of the cavern. Water drips steadily from stalactites overhead, forming small pools that reflect the soft glow of the mushrooms above. The cavern is not silent; the soft rustling of mushroom caps in the air currents and the occasional drip of water into a pool provide a steady backdrop to your footsteps. The occasional flutter of bat wings echoes faintly in the distance, drawn to the cavern by the abundance of insects and small creatures that thrive in this fungal paradise. This massive fungal garden appears to be cultivated deliberately, suggesting it serves as a crucial food source for a subterranean community or perhaps as a hidden sanctuary for those who understand the unique properties of these oversized fungi. As you enter this cavern, you notice thick strands of sticky webbing crisscrossing the ceiling and walls. Giant spiders, drawn to the darkness and preyed upon by the goblins for their silk, skitter through the shadows. The floor is littered with bones and discarded equipment of previous victims. The air is thick with the musty scent of decay and arachnid secretions.
        Traps:
        1. Web Snares: Hidden tripwires trigger the release of sticky webs from above, attempting to entangle and immobilize intruders. Base chance of tripping the trap is 40%.
        2. Pit Traps: Camouflaged holes in the floor lead to shallow pits filled with webbing and hungry spiders. Base chance of tripping at 30%.

        Encountered Monsters: 2-8 Giant Spiders: Size: 4-8 feet long. A.R.: 12, H.P.: 10, S.D.C.: 30, Attacks: 2, Damage: 2d4 or poison (save vs. poison or suffer additional effects).

        Goblins:

        1. Caveling Goblin Warrior
          Attributes: I.Q. 9, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 12, Luck 16
          AR: 12 (Studded Leather Armour)
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 32 sp
        2. Caveling Goblin Warrior
          Attributes: I.Q. 10, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 20, Luck 8
          AR: 12 (Studded Leather Armour)
          Hit Points: 25
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 28 sp
        3. Caveling Goblin Warrior
          Attributes: I.Q. 11, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 15, Luck 11
          AR: 12 (Studded Leather Armour)
          Hit Points: 30
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 34 sp
        4. Caveling Goblin Warrior
          Attributes: I.Q. 5, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 16, Luck 16
          AR: 12 (Studded Leather Armour)
          Hit Points: 31
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 30 sp
        5. Caveling Goblin Warrior
          Attributes: I.Q. 7, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 14, Luck 11
          AR: 12 (Studded Leather Armour)
          Hit Points: 27
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 2d4+2 (Spear or Hand Axe)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 30 sp
        6. Caveling Goblin Warrior
          Attributes: I.Q. 9, M.E. 11, M.A. 8, P.S. 13, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 19, Luck 18
          AR: 12 (Studded Leather Armour)
          Hit Points: 24
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 1d6 (Short Bow)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 19 sp

      9. Carved Room: This room, once a storage area for mining tools, has been converted into a crude armory by the goblins. Rusty weapons and makeshift armor pieces are strewn about, along with a few functioning crossbows and a stash of bolts. The goblins have rigged a few traps to protect their newfound armory.
        Traps:
        1. Poisoned Dart Trap: A hidden pressure plate triggers a mechanism that fires poisoned darts from the walls. Base chance of triggering the trap is 35%. Poison effects: Save vs. poison or take 2d6 damage and be paralyzed for 1d4 melee rounds.
        2. Tripwire Alarm: A simple tripwire near the entrance is connected to a series of noisy, hanging metal pieces that create a loud clanging sound when disturbed, alerting nearby goblins. Base chance of triggering the trap is 40%.

        Goblin Guards:

        1. Caveling Goblin Warrior
          Attributes: I.Q. 8, M.E. 10, M.A. 7, P.S. 14, P.P. 12, P.E. 13, P.B. 9, Spd. 14, Per 15, Luck 14
          AR: 10 (Leather Armour)
          Hit Points: 22
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d8+1 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 15 sp
        2. Caveling Goblin Warrior
          Attributes: I.Q. 9, M.E. 12, M.A. 9, P.S. 15, P.P. 13, P.E. 14, P.B. 10, Spd. 16, Per 12, Luck 13
          AR: 10 (Leather Armour)
          Hit Points: 25
          S.D.C.: 32
          Attacks per Melee: 2
          Damage: 1d8+1 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 20 sp
        3. Caveling Goblin Warrior
          Attributes: I.Q. 7, M.E. 11, M.A. 8, P.S. 13, P.P. 14, P.E. 12, P.B. 8, Spd. 15, Per 13, Luck 15
          AR: 10 (Leather Armour)
          Hit Points: 23
          S.D.C.: 31
          Attacks per Melee: 2
          Damage: 1d8+1 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 18 sp
        4. Caveling Goblin Warrior
          Attributes: I.Q. 10, M.E. 13, M.A. 10, P.S. 14, P.P. 12, P.E. 11, P.B. 9, Spd. 14, Per 14, Luck 12
          AR: 10 (Leather Armour)
          Hit Points: 24
          S.D.C.: 34
          Attacks per Melee: 2
          Damage: 1d8+1 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 22 sp
        5. Caveling Goblin Warrior
          Attributes: I.Q. 8, M.E. 11, M.A. 8, P.S. 13, P.P. 15, P.E. 13, P.B. 7, Spd. 16, Per 16, Luck 14
          AR: 10 (Leather Armour)
          Hit Points: 22
          S.D.C.: 33
          Attacks per Melee: 2
          Damage: 1d8+1 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 17 sp
        6. Caveling Goblin Warrior
          Attributes: I.Q. 9, M.E. 10, M.A. 9, P.S. 14, P.P. 13, P.E. 12, P.B. 8, Spd. 15, Per 15, Luck 13
          AR: 10 (Leather Armour)
          Hit Points: 24
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d8+1 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 19 sp

      10. Carved Room: Originally a storage area for food supplies, this room has been transformed into a breeding ground for giant rats by the goblins. The floor is littered with scraps of food and waste, creating a perfect environment for the rats to thrive. The stench is overwhelming, and the sound of scurrying feet fills the air.
        Traps:
        1. Rotting Floorboards: Some sections of the floor are weak and rotting, giving way under weight and causing anyone stepping on them to fall into a pit filled with giant rats. Base chance of triggering the trap is 30%.
        2. Hidden Spike Trap: Concealed beneath piles of debris are sharp spikes coated with filth. Base chance of triggering the trap is 40%. Damage: 2d6 from spikes plus potential infection.

        Giant Rats

        1. Giant Rat
          A.R.: 8
          H.P.: 5
          S.D.C.: 10
          Attacks: 1
          Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
          Horror Factor: 7
          Bonuses: +1 to Initiative
        2. Giant Rat
          A.R.: 8
          H.P.: 5
          S.D.C.: 10
          Attacks: 1
          Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
          Horror Factor: 7
          Bonuses: +1 to Initiative
        3. Giant Rat
          A.R.: 8
          H.P.: 4
          S.D.C.: 5
          Attacks: 1
          Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
          Horror Factor: 7
          Bonuses: +1 to Initiative
        4. Giant Rat
          A.R.: 8
          H.P.: 5
          S.D.C.: 10
          Attacks: 1
          Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
          Horror Factor: 7
          Bonuses: +1 to Initiative
        5. Giant Rat
          A.R.: 8
          H.P.: 6
          S.D.C.: 10
          Attacks: 1
          Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
          Horror Factor: 7
          Bonuses: +1 to Initiative
        6. Giant Rat
          A.R.: 8
          H.P.: 2
          S.D.C.: 5
          Attacks: 1
          Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
          Horror Factor: 7
          Bonuses: +1 to Initiative

      11. Carved Room: Once a storage area for valuable minerals, this room is now a makeshift shrine dedicated to a goblin deity. Primitive carvings and offerings line the walls, and a crude altar stands at the far end of the room, surrounded by flickering candles made from animal fat. Goblin shamans often use this space to conduct rituals and ceremonies.
        Traps:
        1. Flame Jet Trap: Stepping on certain tiles triggers jets of flame to shoot out from the walls. Base chance of triggering the trap is 25%. Damage: 3d6 fire damage.
        2. Collapsing Ceiling Trap: A hidden pressure plate triggers a section of the ceiling to collapse, crushing anyone beneath. Base chance of triggering the trap is 20%. Damage: 4d6 from falling debris.

        Goblin Shaman

        1. Goblin Shaman
          Attributes: I.Q. 13, M.E. 14, M.A. 12, P.S. 10, P.P. 11, P.E. 12, P.B. 9, Spd. 12, Per 15, Luck 14
          AR: 8 (Cloth Robes)
          Hit Points: 20
          S.D.C.: 25
          Attacks per Melee: 2
          Damage: 1d6 (Staff) or 2d6 (Magic Spell), Special: Cast spells like Fireball (4d6 damage, 60 ft range), Paralyze (Save vs. spell or be paralyzed for 1d6 melee rounds).
          Bonuses: +2 to magic strike, +1 to parry, +1 to dodge
          Treasure: 25 sp, minor magical trinket
        2. Goblin Shaman
          Attributes: I.Q. 14, M.E. 13, M.A. 13, P.S. 9, P.P. 12, P.E. 11, P.B. 10, Spd. 13, Per 16, Luck 15
          AR: 8 (Cloth Robes)
          Hit Points: 22
          S.D.C.: 26
          Attacks per Melee: 2
          Damage: 1d6 (Staff) or 2d6 (Magic Spell), Special: Cast spells like Fireball (4d6 damage, 60 ft range), Paralyze (Save vs. spell or be paralyzed for 1d6 melee rounds).
          Bonuses: +2 to magic strike, +1 to parry, +1 to dodge
          Treasure: 30 sp, minor magical potion
        3. Goblin Shaman
          Attributes: I.Q. 12, M.E. 15, M.A. 11, P.S. 11, P.P. 10, P.E. 13, P.B. 8, Spd. 11, Per 14, Luck 16
          AR: 8 (Cloth Robes)
          Hit Points: 21
          S.D.C.: 24
          Attacks per Melee: 2
          Damage: 1d6 (Staff) or 2d6 (Magic Spell), Special: Cast spells like Fireball (4d6 damage, 60 ft range), Paralyze (Save vs. spell or be paralyzed for 1d6 melee rounds).
          Bonuses: +2 to magic strike, +1 to parry, +1 to dodge
          Treasure: 28 sp, minor magical scroll

      12. Goblin Living Chambers:
        As you enter the chamber, you notice a distinct division in elevation within the room. The higher portion, closest to the entrance, serves as a general living area, with rough wooden furniture, makeshift bedding, and various goblin personal belongings scattered around. A narrow, worn stone ramp leads down to the lower section, which is about four feet below the higher area. This lower area contains a communal cooking area, with a central fire pit and several crude cooking implements. The air is thick with the smell of cooking meat and the general musk of goblin habitation. The chamber is dimly lit by a few flickering torches mounted on the walls, casting long shadows and creating an eerie atmosphere. The goblins seem to have attempted some rudimentary decorations, with bones and scraps of cloth hanging from the walls.
        Traps:
        1. Pit Trap: Located at the bottom of the ramp, a hidden pit trap covered with loose debris. A successful Perception roll (16 or higher) can detect the trap. Base chance of triggering the trap is 25%. If triggered, it drops the victim into a 10-foot deep pit, causing 2d6 damage.
        2. Tripwire Alarm: A tripwire at the entrance to the lower area triggers a noisy alarm of clattering metal, alerting all goblins in the vicinity. Base chance of tripping the trap is 40%.

        Goblins:

        1. Goblin Guard
          Attributes: I.Q. 8, M.E. 10, M.A. 7, P.S. 12, P.P. 14, P.E. 11, P.B. 9, Spd. 13, Per 12, Luck 10
          AR: 10 (Leather Armour)
          Hit Points: 18
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 15 sp
        2. Goblin Worker
          Attributes: I.Q. 7, M.E. 8, M.A. 6, P.S. 10, P.P. 12, P.E. 10, P.B. 8, Spd. 10, Per 10, Luck 8
          AR: 5 (Cloth)
          Hit Points: 16
          S.D.C.: 25
          Attacks per Melee: 1
          Damage: 1d4 (Club)
          Bonuses: +1 to dodge
          Treasure: 5 sp

      13. Communal Living Space:
        Connected to Chamber 12 via a wide, arched tunnel, Chamber 13 is a larger communal living space at the same lowered level. This chamber is more crowded, with several clusters of goblin families gathered around small fire pits. The walls are adorned with crude drawings and markings, likely depicting goblin tales and histories. There are more makeshift beds and a couple of larger communal sleeping areas. The chamber is dimly lit by more torches and has a low ceiling, making it feel cramped and stifling. The smell of smoke from the fires mingles with the musk of unwashed goblins and the scent of cooking food.
        Traps:
        1. Swinging Log Trap: A large log, suspended from the ceiling, swings down when a hidden tripwire is triggered. Base chance of triggering the trap is 30%. A successful Perception roll (14 or higher) can detect the tripwire. If triggered, the log causes 3d6 damage to anyone in its path.
        2. Poison Darts: A hidden panel in the wall releases a volley of poison darts when disturbed. Base chance of triggering the trap is 20%. A successful Perception roll (15 or higher) can detect the trap. If triggered, each dart causes 1d4 damage and the victim must save vs. poison (16 or higher) or suffer an additional 1d6 damage per round for 3 rounds.

        Encounters:

        1. Goblin Shaman
          Attributes: I.Q. 14, M.E. 13, M.A. 12, P.S. 9, P.P. 10, P.E. 12, P.B. 8, Spd. 11, Per 13, Luck 12
          AR: 8 (Heavy Cloth Robes)
          Hit Points: 22
          S.D.C.: 26
          Attacks per Melee: 2
          Damage: 1d6 (Staff)
          Bonuses: +2 to magic strike, +1 to parry, +1 to dodge
          Treasure: 20 sp, minor magical trinket
        2. Goblin Warriors
          Attributes: I.Q. 9, M.E. 11, M.A. 8, P.S. 12, P.P. 13, P.E. 11, P.B. 9, Spd. 12, Per 12, Luck 11
          AR: 10 (Leather Armour)
          Hit Points: 20
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 12 sp
        3. Goblin Warriors
          Attributes: I.Q. 10, M.E. 10, M.A.9, P.S. 11, P.P. 14, P.E. 10, P.B. 10, Spd. 11, Per 13, Luck 10
          AR: 10 (Leather Armour)
          Hit Points: 20
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 22 sp
        4. Goblin Worker
          Attributes: I.Q. 7, M.E. 9, M.A. 6, P.S. 10, P.P. 11, P.E. 10, P.B. 8, Spd. 10, Per 11, Luck 9
          AR: 5 (Cloth)
          Hit Points: 15
          S.D.C.: 25
          Attacks per Melee: 1
          Damage: 1d4 (Club)
          Bonuses: +1 to dodge
          Treasure: 5 sp

      14. Old Storage Room:
        This room, constructed out of old, creaky wooden planks, was originally used to store mining tools and supplies. Shelves and crates are still present, though many are broken or repurposed. Now, the goblins use this room to store their own supplies, including food, weapons, and other essentials. The room has a low ceiling, making it feel cramped and claustrophobic. The air is stale, with a faint smell of rot and mildew. The goblins have reinforced the old wood with scavenged materials, but it still looks unstable and on the verge of collapse.
        Traps:
        1. Collapsing Shelf: A hidden tripwire near the entrance triggers the collapse of a large, heavy shelf. Base chance of triggering the trap is 35%. A successful Perception roll (15 or higher) can detect the tripwire. If triggered, the shelf causes 3d6 damage to anyone underneath.
        2. Poisoned Needles: Several crates are rigged with spring-loaded poisoned needles. Base chance of triggering the trap is 20%. A successful Perception roll (16 or higher) can detect the trap. If triggered, each needle causes 1d4 damage and the victim must save vs. poison (16 or higher) or suffer an additional 2d6 damage over the next 2 rounds.

        Encounters:

        1. Goblin Guard
          Attributes: I.Q. 8, M.E. 10, M.A. 7, P.S. 12, P.P. 14, P.E. 11, P.B. 9, Spd. 13, Per 12, Luck 10
          AR: 10 (Leather Armour)
          Hit Points: 18
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 15 sp
        2. Goblin Worker
          Attributes: I.Q. 7, M.E. 8, M.A. 6, P.S. 10, P.P. 12, P.E. 10, P.B. 8, Spd. 10, Per 10, Luck 8
          AR: 5 (Cloth)
          Hit Points: 16
          S.D.C.: 25
          Attacks per Melee: 1
          Damage: 1d4 (Club)
          Bonuses: +1 to dodge
          Treasure: 5 sp

      15. Goblin Smithy

        This room, also constructed from old, weathered wood and stone, was once a workshop where miners repaired their tools and equipment. The remnants of workbenches and tool racks can still be seen, though they are now covered in dust and cobwebs. Currently, the goblins have turned this space into a smithy, for creating their weapons and armor. The room is better lit than most areas, with several torches mounted on the walls. The wooden planks creak underfoot, and the room has a faint smell of oil and metal from the goblins' weapon maintenance activities.
        Traps:

        1. Explosive Trap: A hidden pressure plate near the main workbench triggers a small explosive device. Base chance of triggering the trap is 25%. A successful Perception roll (17 or higher) can detect the pressure plate. If triggered, the explosion causes 4d6 damage to anyone within a 10-foot radius.
        2. Swinging Blade: A concealed blade swings down from the ceiling when a tripwire is disturbed. Base chance of triggering the trap is 30%. A successful Perception roll (15 or higher) can detect the tripwire. If triggered, the blade causes 3d6 damage to anyone in its path.

        Encounters:

        1. Goblin Blacksmith
          Attributes: I.Q. 10, M.E. 11, M.A. 8, P.S. 14, P.P. 12, P.E. 12, P.B. 8, Spd. 10, Per 13, Luck 10
          AR: 9 (Leather Apron)
          Hit Points: 22
          S.D.C.: 35
          Attacks per Melee: 2
          Damage: 1d8 (Hammer)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 25 sp, various weapon parts
        2. Goblin Warrior
          Attributes: I.Q. 11, M.E. 13, M.A. 10, P.S. 14, P.P. 15, P.E. 13, P.B. 11, Spd. 14, Per 14, Luck 13
          AR: 10 (Leather Armour)
          Hit Points: 18
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 10 sp each
        3. Goblin Warrior
          Attributes: I.Q. 9, M.E. 11, M.A. 8, P.S. 12, P.P. 13, P.E. 11, P.B. 9, Spd. 12, Per 12, Luck 11
          AR: 10 (Leather Armour)
          Hit Points: 20
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 12 sp each

      16. Main Mining Area:
        This Large Cavern is a sprawling underground expanse with high ceilings supported by ancient, worn wooden beams. The cavern's walls are rough and uneven, evidence of extensive mining over many years. Stalactites and stalagmites are scattered throughout, with some reaching up to the ceiling or down to the floor, creating natural pillars. The air is thick with the dust and the faint metallic scent of ore, mingled with the musky odor of goblins.
        The cavern is dimly lit by strategically placed torches and glowing fungi, casting flickering shadows across the stone. Wooden walkways and makeshift bridges crisscross the cavern, connecting various platforms and ledges. Abandoned mining equipment, such as rusted pickaxes and broken carts, is scattered around, hinting at the cavern's former purpose. Now, the goblins use this area as their main hub, with bustling activity day and night.

      17. Guard Post
        This is a small, heavily fortified guard post. Wooden barricades and reinforced doors provide added protection. The room is dimly lit by torches and is filled with goblin guards monitoring the entrance to the complex.
        Traps:
        1. Alarm Trap: A hidden tripwire triggers a loud alarm, alerting all nearby goblins. Base chance of triggering the trap is 20%. A successful Perception roll (15 or higher) can detect the tripwire.

        Encounters:

        1. Goblin Guard
          Attributes: I.Q. 8, M.E. 10, M.A. 7, P.S. 12, P.P. 14, P.E. 11, P.B. 9, Spd. 13, Per 12, Luck 10
          AR: 10 (Leather Armour)
          Hit Points: 18
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 15 sp
        2. Goblin Guard
          Attributes: I.Q. 7, M.E. 9, M.A. 6, P.S. 11, P.P. 13, P.E. 10, P.B. 8, Spd. 12, Per 11, Luck 9
          AR: 10 (Leather Armour)
          Hit Points: 17
          S.D.C.: 28
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 12 sp

      18. Storage Room

        This is a large storage room filled with crates and barrels containing supplies and loot. The room is cluttered and disorganized, with narrow pathways winding through the stacks of goods. Traps:

        1. Poisoned Needles: Some crates are rigged with spring-loaded poisoned needles. Base chance of triggering the trap is 20%. A successful Perception roll (16 or higher) can detect the trap. If triggered, each needle causes 1d4 damage and the victim must save vs. poison (16 or higher) or suffer an additional 2d6 damage over the next 2 rounds.

        Encounters:

        1. Goblin Worker
          Attributes: I.Q. 7, M.E. 8, M.A. 6, P.S. 10, P.P. 12, P.E. 10, P.B. 8, Spd. 10, Per 10, Luck 8
          AR: 8 (Cloth)
          Hit Points: 16
          S.D.C.: 25
          Attacks per Melee: 1
          Damage: 1d4 (Club)
          Bonuses: +1 to dodge
          Treasure: 5 sp
        2. Goblin Worker
          Attributes: I.Q. 6, M.E. 7, M.A. 5, P.S. 9, P.P. 11, P.E. 9, P.B. 7, Spd. 9, Per 9, Luck 7
          AR: 8 (Cloth)
          Hit Points: 15
          S.D.C.: 24
          Attacks per Melee: 1
          Damage: 1d4 (Club)
          Bonuses: +1 to dodge
          Treasure: 3 sp

      19. Barracks

        This room is a barracks where goblin soldiers rest and store their personal belongings. The room contains several makeshift beds and storage chests. The air smells of sweat and unwashed bodies.
        Traps:

        1. Snare Trap: A hidden snare is placed near the entrance to capture intruders. Base chance of triggering the trap is 25%. A successful Perception roll (14 or higher) can detect the snare. If triggered, the victim is entangled and must spend one melee round freeing themselves.

        Encounters:

        1. Goblin Soldier
          Attributes: I.Q. 8, M.E. 9, M.A. 6, P.S. 12, P.P. 13, P.E. 11, P.B. 8, Spd. 11, Per 12, Luck 10
          AR: 10 (Leather Armour)
          Hit Points: 20
          S.D.C.: 28
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 10 sp
        2. Goblin Soldier
          Attributes: I.Q. 7, M.E. 9, M.A. 6, P.S. 11, P.P. 13, P.E. 10, P.B. 8, Spd. 11, Per 11, Luck 9
          AR: 10 (Leather Armour)
          Hit Points: 19
          S.D.C.: 27
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 8 sp

      20. Mess Hall
        This is a small mess hall where goblins soldiers gather to eat and socialize. The room contains long wooden tables and benches, with crude cooking facilities in one corner. The air is filled with the smell of poorly prepared food.
        Traps:
        1. Poisoned Food: Some of the food is laced with poison to deal with intruders. Base chance of detecting the poison is 15%. A successful Perception roll (16 or higher) can detect the poison. If ingested, the poison causes 2d6 damage and the victim must save vs. poison (15 or higher) or be incapacitated for 2d4 hours.

        Encounters:

        1. Goblin Cook
          Attributes: I.Q. 7, M.E. 8, M.A. 6, P.S. 10, P.P. 11, P.E. 10, P.B. 7, Spd. 10, Per 10, Luck 8
          AR: 5 (Cloth)
          Hit Points: 17
          S.D.C.: 25
          Attacks per Melee: 1
          Damage: 1d4 (Knife)
          Bonuses: +1 to dodge
          Treasure: 5 sp
        2. Goblin Eater
          Attributes: I.Q. 6, M.E. 7, M.A. 5, P.S. 9, P.P. 10, P.E. 9, P.B. 7, Spd. 9, Per 9, Luck 7
          AR: 5 (Cloth)
          Hit Points: 16
          S.D.C.: 24
          Attacks per Melee: 1
          Damage: 1d4 (Club)
          Bonuses: +1 to dodge
          Treasure: 3 sp

      21. Map Room

        This was once used for mine planning and contains a large stone table with maps and documents scattered across it. The walls are lined with shelves containing scrolls and old ledgers. This room is also a key point due to its hidden secret door leading to Encounter Area 3 (the forgotten shrine).
        Traps:

        1. Poison Dart Trap: A hidden mechanism behind the map table fires poison darts when triggered. Base chance of triggering the trap is 15%. A successful Perception roll (18 or higher) can detect the trap. If triggered, each dart causes 1d4 damage and the victim must save vs. poison (15 or higher) or be paralyzed for 2d6 minutes.

        Secret Door:

        There is a hidden secret door with a 1 in 10 chance of discovery each time someone passes through the room. A successful Perception roll (18 or higher) can detect the secret door. It leads to Encounter Area 3 (the forgotten shrine).

        Encounters:

        1. Goblin Scout
          Attributes: I.Q. 8, M.E. 10, M.A. 7, P.S. 11, P.P. 13, P.E. 11, P.B. 8, Spd. 12, Per 13, Luck 10
          AR: 10 (Leather Armour)
          Hit Points: 19
          S.D.C.: 27
          Attacks per Melee: 2
          Damage: 1d6+1 (Dagger)
          Bonuses: +2 to strike, +1 to parry, +2 to dodge
          Treasure: 10 sp

      22. Library
        The Goblin's library is filled with moldy old tomes, scrolls, and maps. The room is dusty and dimly lit, with bookshelves lining the walls. It is a repository of knowledge, mainly left unread, has been collected by the goblins over the years. Hidden in a heap of scrolls and rotted paper is a Map that shows Encounter areas 3 and 4 there is a 5% chance of finding it on a cursery glance, otherwise if they search they will definately find it. The map reveals the locations of the secret doors leading to each area but does not give any details of what may be found there other then chamber and room locations. Ther map is several hundred years old and frigile.
        Traps:
        1. Book Trap: Certain bookshelves are rigged to collapse when a specific book is pulled. Base chance of triggering the trap is 10%. A successful Perception roll (17 or higher) can detect the trap. If triggered, the collapsing shelves cause 2d6 damage to anyone within a 5-foot radius.
        Encounters:
        1. Goblin Librarian
          Attributes: I.Q. 10, M.E. 10, M.A. 8, P.S. 9, P.P. 11, P.E. 9, P.B. 8, Spd. 10, Per 13, Luck 10
          AR: 5(Cloth)
          Hit Points: 18
          S.D.C.: 25
          Attacks per Melee: 1
          Damage: 1d4 (Dagger)
          Bonuses: +1 to dodge
          Treasure: 15 sp, various books

      23. Treasure Vault
        This room is a heavily guarded treasure vault containing the goblins' most valuable possessions. The room is filled with chests of gold, silver, and precious gems. The entrance is heavily reinforced, and the room is protected by multiple traps.
        Traps:
        1. Spiked Pit Trap: A hidden pressure plate in front of the main chest triggers a spiked pit. Base chance of triggering the trap is 20%. A successful Perception roll (18 or higher) can detect the pressure plate. If triggered, the victim falls into a pit causing 3d6 damage from the fall and spikes.
        2. Poison Gas Trap: Opening certain chests releases a cloud of poison gas. Base chance of triggering the trap is 15%. A successful Perception roll (17 or higher) can detect the trap. If triggered, the gas causes 2d6 damage and the victim must save vs. poison (16 or higher) or be incapacitated for 1d4 hours.

        Encounters:

        1. Goblin Guard Captain
          Attributes: I.Q. 9, M.E. 11, M.A. 8, P.S. 13, P.P. 14, P.E. 12, P.B. 9, Spd. 14, Per 14, Luck 12
          AR: 12 (Studded Leather Armour)
          Hit Points: 25
          S.D.C.: 40
          Attacks per Melee: 3
          Damage: 1d8+2 (Sword)
          Bonuses: +2 to strike, +1 to parry, +2 to dodge
          Treasure: 50 sp, various precious gems
        2. Goblin Guard
          Attributes: I.Q. 8, M.E. 10, M.A. 7, P.S. 12, P.P. 14, P.E. 11, P.B. 9, Spd. 13, Per 12, Luck 10
          AR: 10 (Leather Armour)
          Hit Points: 18
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d6+2 (Spear)
          Bonuses: +1 to strike, +1 to parry, +1 to dodge
          Treasure: 15 sp

      24. Showdown with the Lair Leader:
        This room lies deep within the mine facility and is the last major room before the mine shafts. Here, the adventurers confront the leader of the goblins, a cunning and ruthless Hob-Goblin chieftain who commands respect and fear among his followers. The room is dimly lit, with flickering torches casting ominous shadows on the rough-hewn walls. The air is thick with tension and the faint smell of sulfur, hinting at the many conflicts that have taken place here.
        As the adventurers enter, they are met with the sight of the Hob-Goblin chieftain, a towering figure clad in dark, spiked armor, standing on a raised platform at the far end of the room. His piercing eyes scan the intruders, and a wicked smile spreads across his face. Surrounding him are his most loyal minions, a mix of heavily armed goblin warriors and fearsome goblin shamans, all ready to defend their leader and their lair to the death.
        The chieftain addresses the adventurers with a booming voice, his tone dripping with malice and confidence. "So, you are the ones who dare to challenge my reign? Fools! You have walked into your doom. None have ever left this place alive, and you shall be no different. I am Grakthar, the undefeated, the merciless! Your journey ends here, in my domain!"
        His minions cheer and jeer, taunting the adventurers with gleeful malice. The goblin warrior shouts, "You'll make a fine meal for the rats!" while the goblin shaman cackles, "Their bones will add nicely to our collection!"
        Without warning, Grakthar signals his minions to attack, and a fierce battle ensues. The adventurers must use all their combat skills, spells, and tactics to overcome the chieftain and his forces.
        Traps:
        1. Fire Pit Trap: Hidden pressure plates in the floor trigger jets of flame to erupt from concealed openings. Base chance of triggering the trap is 25%. A successful Perception roll (18 or higher) can detect the pressure plates. If triggered, the flames cause 2d6 damage per round to anyone caught in the area.
        2. Spiked Walls: Sections of the walls are rigged to spring out with deadly spikes when a hidden lever is pulled by the goblins. Base chance of triggering the trap is 20%. A successful Perception roll (17 or higher) can detect the levers. If triggered, the spikes cause 3d6 damage to anyone within 5 feet of the walls.

        Encounters:
        1. Hob-Goblin Chieftain: Grakthar
          Attributes: I.Q. 12, M.E. 13, M.A. 10, P.S. 16, P.P. 14, P.E. 15, P.B. 9, Spd. 12, Per 14, Luck 12
          AR: 14 (Spiked Armor)
          Hit Points: 50
          S.D.C.: 60
          Attacks per Melee: 4
          Damage: 2d6+4 (Great Axe) or 1d6+2 (Claws)
          Bonuses: +3 to strike, +2 to parry, +2 to dodge, +4 to damage
          Special Abilities: Leadership aura (+1 to all goblins' combat rolls in the room), Battle Cry (once per encounter, all enemies within earshot must save vs. fear or suffer -2 to combat rolls for 1d4 rounds)
          Treasure: 100 sp, 3d6 gp, a magical amulet granting +1 to armor rating
        2. Goblin Elite Guard
          Attributes: I.Q. 9, M.E. 10, M.A. 7, P.S. 14, P.P. 13, P.E. 12, P.B. 8, Spd. 14, Per 13, Luck 10
          AR: 12 (Reinforced Leather Armour)
          Hit Points: 25
          S.D.C.: 35
          Attacks per Melee: 3
          Damage: 1d8+2 (Spear)
          Bonuses: +2 to strike, +1 to parry, +1 to dodge
          Treasure: 20 sp each
        3. Goblin Shaman
          Attributes: I.Q. 11, M.E. 12, M.A. 9, P.S. 10, P.P. 12, P.E. 11, P.B. 7, Spd. 10, Per 13, Luck 10
          AR: 10 (Mystic Robes)
          Hit Points: 20
          S.D.C.: 30
          Attacks per Melee: 2
          Damage: 1d4 (Dagger) or by spell
          Bonuses: +1 to dodge, +2 to save vs. magic
          Spells: Fireball (4d6 damage), Magic Shield (+4 to AR for 1d4 rounds), Heal (restores 2d6 hit points)
          Treasure: 15 sp, various magical trinkets

        The outcome of this battle will determine the fate of the mine and the goblins' reign of terror. Only by defeating the Hob-Goblin chieftain and his minions can the adventurers hope to reclaim the mine and end the goblins' threat once and for all.

      25. Mine Shaft
        This section of the mine features narrow tunnels with rough-hewn walls, evidence of extensive digging. The air is thick with dust, and the ground is littered with small, discarded tools and fragments of ore. The primary mineral extracted here was Hematite, with occasional deposits of Quartz. The walls still glitter faintly with residual minerals, giving a hint of the riches that once flowed from this area. Goblin miners, weak and malnourished, are seen laboring under the watchful eyes of cruel overseers.
        Goblin Miners:
        1. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        2. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        3. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
      26. Mine Shaft
        This shaft is wider and more stable than others, supported by wooden beams and struts that creak ominously under the weight of the earth above. It was a rich source of Diamonds, evident from the few remaining embedded crystals that sparkle faintly in the torchlight. Goblin slaves toil away, chipping at the walls with primitive tools, their overseers barking orders and brandishing whips.
        Encounters:
        1. Goblin Overseer
          Attributes: I.Q. 10, M.E. 10, M.A. 8, P.S. 12, P.P. 11, P.E. 12, P.B. 7, Spd. 11, Per 12, Luck 10
          AR: 10 (Worn Leather Armor)
          Hit Points: 15
          S.D.C.: 25
          Attacks per Melee: 2
          Damage: 1d6 (Whip) or 1d4 (Dagger)
          Bonuses: +1 to strike, +1 to dodge
          Treasure: 10 sp each
      27. Mine Shaft
        A large, deep pool of stagnant water fills part of this shaft, emitting a foul odor. A narrow stone bridge, slick with moss and algae, spans the water, offering a treacherous crossing. This area was once rich in Amethyst, with several veins visible beneath the water's surface. The air is damp and chilly, and the sound of dripping water echoes through the cavern.
        Encounters:
        1. Goblin Miners
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        2. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        3. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
      28. Mine Shaft
        This shaft is cramped and claustrophobic, with narrow tunnels barely wide enough for a single person to pass through. It was primarily a Quartz mining area, with small pockets of Amethyst occasionally found. The air is stale and heavy with the scent of earth and stone. Goblin Overseers watch over Goblin slaves who labor tirelessly, their eyes hollow with exhaustion.
        Goblin Overseers:
        1. Goblin Overseer
          Attributes: I.Q. 10, M.E. 10, M.A. 8, P.S. 12, P.P. 11, P.E. 12, P.B. 7, Spd. 11, Per 12, Luck 10
          AR: 10 (Worn Leather Armor)
          Hit Points: 15
          S.D.C.: 25
          Attacks per Melee: 2
          Damage: 1d6 (Whip) or 1d4 (Dagger)
          Bonuses: +1 to strike, +1 to dodge
          Treasure: 10 sp each
        2. Goblin Overseer:
          Attributes: I.Q. 10, M.E. 10, M.A. 8, P.S. 12, P.P. 11, P.E. 12, P.B. 7, Spd. 11, Per 12, Luck 10
          AR: 10 (Worn Leather Armor)
          Hit Points: 15
          S.D.C.: 25
          Attacks per Melee: 2
          Damage: 1d6 (Whip) or 1d4 (Dagger)
          Bonuses: +1 to strike, +1 to dodge
          Treasure: 10 sp each

      29. Goblin Slave Miners:
        1. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        2. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        3. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
      30. Mine Shaft
        This shaft descends deeper into the earth, with a steep slope that makes footing treacherous. It was a major source of Hematite, with dark, metallic veins running through the walls. The temperature here is noticeably warmer, and the air feels heavy and oppressive. Goblin miners, chained together, struggle to carry heavy loads of ore up the incline.
        Goblin Miners:
        1. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        2. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        3. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        4. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
      31. Mine Shaft
        This area is littered with debris and broken equipment, a testament to the chaotic operations of the goblins. It was a mixed mining area, yielding small quantities of Diamonds, Hematite, and Amethyst. The walls are scarred with pick marks and the floor is uneven, making navigation difficult. Goblin overseers keep a close eye on the laborers, ensuring no one slacks off.
        Goblin Overseers:
        1. Goblin Overseer
          Attributes: I.Q. 10, M.E. 10, M.A. 8, P.S. 12, P.P. 11, P.E. 12, P.B. 7, Spd. 11, Per 12, Luck 10
          AR: 10 (Worn Leather Armor)
          Hit Points: 15
          S.D.C.: 25
          Attacks per Melee: 2
          Damage: 1d6 (Whip) or 1d4 (Dagger)
          Bonuses: +1 to strike, +1 to dodge
          Treasure: 10 sp each
        2. Goblin Overseer
          Attributes: I.Q. 10, M.E. 10, M.A. 8, P.S. 12, P.P. 11, P.E. 12, P.B. 7, Spd. 11, Per 12, Luck 10
          AR: 10 (Worn Leather Armor)
          Hit Points: 15
          S.D.C.: 25
          Attacks per Melee: 2
          Damage: 1d6 (Whip) or 1d4 (Dagger)
          Bonuses: +1 to strike, +1 to dodge
          Treasure: 10 sp each
      32. Mine Shaft
        The deepest part of the mine, this shaft is eerily quiet and still. It was once the richest vein of Diamonds, now mostly exhausted but still holding a few hidden gems. The walls glimmer with the occasional sparkle of remaining deposits. The air is cold and dry, and the silence is occasionally broken by the distant sound of dripping water. Goblin miners work in silence, too afraid to draw the attention of their overseers.
        Goblin Miners
        1. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        2. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none
        3. Goblin Miner
          Attributes: I.Q. 8, M.E. 9, M.A. 7, P.S. 10, P.P. 10, P.E. 11, P.B. 6, Spd. 10, Per 11, Luck 8
          AR: 8 (Ragged Leather Armor)
          Hit Points: 10
          S.D.C.: 20
          Attacks per Melee: 1
          Damage: 1d4 (Mining Pick)
          Bonuses: +1 to dodge
          Treasure: none

        Conclusion:
        As the adventurers progressed through the mine shafts, they had to navigate the dangerous conditions and face the hardships endured by the goblin miners and their overseers. If they did not discover the secret door in Area 21 on their first pass, they will have a second chance to find it when they return. The chance of discovery remains 1 in 10 for each adventurer passing through the room. Regardless of their success in finding the secret door, the adventurers to find a place to heal, rest, and eat before continuing on their journey. With the goblins neutralized, the abandoned mine is once again left deserted, its darkened tunnels reclaimed by the encroaching shadows. The adventurers may uncover valuable treasures amidst the goblins' hoard, as well as gather information that sheds light on the mysterious events plaguing Wyvern Falls and the surrounding region.

        3. The Forgotten Shrine

        Hidden deep within the mine and concealed behind secret doors lies the Forgotten Shrine. this part of the mines is far older then the mines that they have traveled through. A crumbling old shrine dedicated to Muragga Raxivort, a long-forgotten ancient Fae Goddess of Death, now overrun with twisted stone vines and guarded by evil Fae creatures. The ancient shrine stands in eerie silence, its sacred purpose forgotten by all but the oldest tales of the land. Moss-covered stone pillars, weathered by time, mark the perimeter of a circular cavern. Mineral deposits form vines, thick and twisted, that snake their way up the weathered walls of the shrine, entwining themselves around crumbling statues of long-forgotten gods. The air is heavy with the scent of mold and decay, lending an aura of solemnity to the neglected sanctuary.

        Guardians: Guarding the Forgotten Shrine are territorial Fae creatures, drawn to the ancient energies that still linger within its hallowed grounds. Evil Fae creatures, mischievous and capricious, flit among the shadows, their laughter echoing through the stillness of the tunnels. These vile Fae have made a deal with the Necromancer; they will serve him and act as his eyes and ears in exchange for his help to bring life back to the Goddess.

        Encounters:

      33. Wraith Ambush Encounter: As the adventurers delve deeper into the ancient, dimly lit tunnels beneath the Fae shrine, an eerie silence envelops them. The air grows colder, and an unsettling sense of dread creeps into their hearts. Suddenly, a chilling wail echoes through the darkness, signaling the arrival of a wraith, a spectral guardian summoned by the Fae to protect the sacred grounds. The wraith appears as a translucent, ghostly figure with hollow eyes that burn with an ethereal blue light. Its form shifts and wavers like mist, making it difficult to discern its true shape. Clad in tattered remnants of ancient robes, it hovers above the ground, its movements swift and silent. The wraith's presence exudes an aura of cold and despair, sapping the warmth and courage from all who encounter it.

        Wraith :
        Alignment: Diabolic
        Hit Points (HP): 40
        SDC: 200
        Horror Factor (HF): 16
        Combat Abilities:

        1. Life Drain Touch:
          The wraith's touch drains life energy from living beings.
          Damage: 4D6 SDC + drains 1D6 PE temporarily (duration: 24 hours).
          Range: Touch
          Saving Throw: Standard vs. Magic to resist the PE drain (no effect on the damage).
        2. Intangible Form:
          The wraith can shift into an intangible, ghost-like state, allowing it to pass through solid objects and become immune to physical attacks.
          Duration: Up to 5 minutes.
          Cooldown: Can be used again after 10 minutes.
        3. Chilling Wail:
          The wraith emits a terrifying wail that can paralyze opponents with fear.
          Effect: Victims must save vs. Horror Factor or be paralyzed with fear for 1D4 melee rounds.
          Range: 30 feet radius.
        4. Spectral Strike:
          A powerful melee attack that ignores armor.
          Damage: 3D6 SDC
          Range: Melee
          Note: This attack can only be used when the wraith is in its tangible form.
        5. Summon Lesser Spirits:
          The wraith can summon 1D4 lesser spirits to aid in combat.
          Duration: Spirits remain for 1 hour or until destroyed.
          Cooldown: Can be used once per day.
        Weaknesses:
        1. Holy and Magical Weapons:
          Weapons blessed or enchanted to combat undead deal double damage to the wraith.
        2. Sunlight Vulnerability:
          Direct sunlight causes the wraith to take 2D6 damage per melee round and forces it to retreat.
        3. Exorcism:
          A successful exorcism spell or ritual banishes the wraith permanently.
        Tactics: The wraith uses its intangible form to ambush the adventurers, passing through walls and floors to surprise them. It prioritizes draining the life energy of spellcasters and healers first to weaken the party's ability to fight back. The wraith will use its chilling wail to paralyze as many adventurers as possible, then focus on those who remain mobile. If the battle turns against it, the wraith summons lesser spirits to create chaos and provide a distraction for its escape or repositioning.

      34. Spirit Guardians: As the adventurers progress through the ancient, shadowed corridors of the shrine, they find themselves in a vast chamber filled with an eerie, luminescent glow. Floating within the glow are a group of ethereal spirits, once noble guardians of this sacred place, now twisted and bound by dark magic to serve a malevolent necromancer. These spirits emit a sorrowful aura, their once benevolent nature corrupted into a force of anguish and aggression.

        Spirit Guardians Description: The spirit guardians are translucent figures with spectral armor and ghostly weapons. Their faces are obscured by a haunting light, and their eyes glow with a mix of sorrow and anger. Chains of dark energy bind their forms, pulsating with the necromancer's malevolent control. They hover above the ground, their movements fluid and ghost-like, and a faint, mournful wail can be heard echoing around them.

        Spirit Guardians Stats (Palladium RPG):
        Alignment: Principled (originally), now Diabolic (due to necromancer's control)
        Attributes:
        IQ: 14
        ME: 16
        MA: 10
        PS: 20 (Supernatural)
        PP: 18
        PE: n/a (undead)
        PB: 12
        SPD: 20 (can fly/hover)
        Hit Points (HP): n/a (undead)
        SDC: 150
        MDC: 100
        Horror Factor (HF): 14
        PPE: 50 each
        ISP: n/a
        Level of Experience: 5th level each
        Size: Medium (6-7 feet tall)
        Combat Abilities:

        1. Ethereal Blade:
          The spirits wield spectral swords that can harm both living and undead.
          Damage: 3D6 SDC/MDC (depending on the target's type).
          Range: Melee
        2. Spectral Shield:
          A defensive aura that can deflect physical and magical attacks.
          Effect: Provides +5 to parry and +4 to dodge.
          Duration: Active as long as the spirit is conscious.
        3. Soul Chain Lash:
          The spirits can attack with the chains of dark energy binding them.
          Damage: 2D6 SDC/MDC + 1D4 temporary PE drain (lasts 1 hour).
          Range: 15 feet.
        4. Wail of Despair:
          A chilling cry that induces fear and despair in their enemies.
          Effect: Opponents must save vs. Horror Factor or be at -2 to all combat rolls for 2D4 melee rounds.
          Range: 20 feet radius.

        Weaknesses:
        1. Holy and Magical Weapons:
          These weapons deal double damage to the spirit guardians.
        2. Release Ritual:
          Performing a successful ritual or spell to break the necromancer's control can free the spirits.
          Skill Check: Requires a successful Lore: Magic or Lore: Religion check at -20% difficulty.
          Duration: Takes 3 melee rounds to perform.
        3. Light Vulnerability:
          Bright, holy light causes the spirits to take 1D6 damage per melee round and weakens their attacks by half.

        Encounter Options:
        • Combat: If the adventurers choose to fight the spirit guardians, they must contend with their formidable ethereal weapons and dark energy chains. The spirits will use their wail of despair early in the battle to weaken the adventurers and will focus on attacking any who try to perform the release ritual.
        • Release: Alternatively, the adventurers can attempt to free the spirits by performing a release ritual. This requires them to protect the spellcaster(s) from attacks while they complete the ritual. If successful, the spirits will be grateful and may offer valuable information or assistance against the necromancer.

        Tactics: The spirit guardians, under the necromancer's control, will attack relentlessly and strategically. They will target perceived threats first, particularly those with holy or magical weapons, and any spellcasters attempting to free them. The spirits will use their spectral shields to deflect incoming attacks and their soul chain lash to drain the life force of their enemies. If the adventurers manage to free the spirits, the guardians will turn on their necromancer master with righteous fury, providing a potential ally in the ongoing battle against the necromancer's forces.

      35. Haunted Hallway: A long, narrow hallway is filled with ghostly apparitions that attack anyone who attempts to pass. The adventurers must find a way to banish the spirits or navigate the hallway without falling victim to their chilling touch.

      36. Illusory Trap: The Fae create an illusion of a collapsing tunnel to trap the adventurers. They must use their wits and perception to see through the illusion and avoid wasting time or resources on a false danger.

      37. Necrotic Vines: Vines infused with necrotic energy block the path. These vines drain life from anyone who touches them and can only be cut down with magical weapons or spells. The adventurers must find a way to clear the path without succumbing to the vines' deadly touch.

        Haunted Hallway Encounter Setting: The adventurers find themselves at the entrance of a long, narrow hallway within the ancient shrine. The walls are lined with faded, ornate tapestries depicting scenes of long-forgotten glory. An unnatural chill fills the air, and the faint sound of whispering voices can be heard. As they step forward, ghostly apparitions materialize, blocking their path. These spirits, tormented and bound to the hallway by dark magic, lash out at any who dare to cross. The hallway is dimly lit, with the only light coming from the eerie glow of the apparitions. These ghostly figures are semi-transparent and constantly shifting in form, their faces contorted in expressions of pain and anger. They drift along the length of the hallway, their chilling presence sending shivers down the spines of the adventurers. The air grows colder the closer one gets to the apparitions, and a sense of dread permeates the atmosphere.

        Apparition Stats :
        Alignment: Miscreant
        Attributes:
        IQ: 10
        ME: 12
        MA: 8
        PS: 18 (Supernatural)
        PP: 16
        PE: n/a (undead)
        PB: 6
        SPD: 10 (hovering)
        Hit Points (HP): n/a (undead)
        SDC: 100 each
        MDC: 75 each
        Horror Factor (HF): 12
        PPE: 30 each
        ISP: n/a
        Level of Experience: 4th level each
        Size: Medium (5-6 feet tall)
        Combat Abilities:

        1. Chilling Touch:
          The apparitions' touch drains warmth and vitality.
          Damage: 2D6 SDC/MDC (depending on the target's type) + 1D4 temporary PE drain (lasts 1 hour).
          Range: Touch
        2. Ethereal Form:
          The apparitions can phase through walls and become intangible.
          Effect: Immune to non-magical physical attacks.
          Duration: Can remain intangible for up to 5 minutes at a time.
        3. Soul Scream:
          A harrowing scream that induces fear and disorientation.
          Effect: Victims must save vs. Horror Factor or be at -2 to all combat rolls for 2D6 melee rounds.
          Range: 20 feet radius.
        4. Haunting Wail:
          A wail that summons more apparitions if not dealt with quickly.
          Effect: Summons 1D4 additional apparitions.
          Range: 50 feet
          Cooldown: Can be used once every 10 minutes.

        Weaknesses:
        1. Holy and Magical Weapons:
          These weapons deal double damage to the apparitions.
        2. Banishing Ritual:
          A ritual or spell to banish the spirits can dispel them permanently.
          Skill Check: Requires a successful Lore: Magic or Lore: Religion check at -20% difficulty.
          Duration: Takes 2 melee rounds to perform.
          Components: Blessed herbs or holy symbols are required.
        3. Salt Barriers:
          Lines of salt can prevent apparitions from crossing.
          Effect: Creates a barrier that the apparitions cannot pass.

        Encounter Options:
        • Combat: If the adventurers choose to fight the apparitions, they must use holy or magical weapons to overcome their ethereal defenses. The apparitions will use their chilling touch and soul scream to disorient and weaken the adventurers. If the battle drags on, the apparitions may summon reinforcements with their haunting wail.
        • Navigation: The adventurers can attempt to navigate the hallway without engaging the apparitions directly. This might involve creating distractions, using stealth, or employing magical means to bypass the spirits.
        • Banishing: Performing a banishing ritual is another option. The adventurers must protect the spellcaster(s) conducting the ritual from the apparitions' attacks while they complete the incantation.

        Tactics: The apparitions will use their ethereal form to their advantage, phasing through walls and floors to ambush the adventurers. They will prioritize attacking those attempting to perform the banishing ritual or those who appear to be the weakest. The apparitions will also use their soul scream early in the encounter to sow fear and confusion among the adventurers. If the adventurers manage to create a salt barrier, the apparitions will be unable to cross it, giving the party a chance to regroup and plan their next move. However, the apparitions will not give up easily and will wait for an opportunity to strike.

      38. Dark Faeries: Dark Faeries Encounter Setting: As the adventurers continue their journey through the shrine, they enter a shadowy grove within the heart of the underground complex. The air is thick with an oppressive energy, and the faint smell of decay lingers. Flickering, malevolent lights dart through the gloom, revealing the presence of dark faeries—twisted, malevolent versions of their more benevolent kin, now in league with the necromancer. These faeries are agile, elusive, and deadly, using both magic and physical prowess to protect their master’s domain.
        Dark Faeries Description: The dark faeries are small, wiry creatures with sharp, angular features and skin that appears almost ashen in the dim light. Their wings are tattered yet still functional, allowing them swift and unpredictable movement. Their eyes glint with malice, and their mouths are often twisted into cruel smiles. Clad in dark, natural armor fashioned from twisted roots and shadowy leaves, they wield tiny, razor-sharp weapons and command dangerous magic.

        Dark Faeries Stats:
        Alignment: Diabolic
        Attributes:


          IQ: 13
          ME: 14
          MA: 10
          PS: 12
          PP: 24
          PE: 12
          PB: 7
          SPD: 22 (flying: 40)

        Hit Points (HP): 35 each
        SDC: 40 each
        MDC: 20 each (if applicable)
        Horror Factor (HF): 12
        PPE: 60 each
        ISP: 20 each
        Level of Experience: 4th level each
        Size: Small (2-3 feet tall)
        Combat Abilities:
        1. Dark Darts:
          The faeries can conjure and hurl magical darts of shadow.
          Damage: 2D6 SDC/MDC (depending on the target's type).
          Range: 60 feet.
          Rate of Fire: Up to 3 per melee round.
        2. Faerie Blade:
          Small, enchanted blades that deal additional magical damage.
          Damage: 1D6+2 SDC/MDC (depending on the target's type).
          Range: Melee.
        3. Shadow Step:
          The faeries can teleport short distances by stepping into shadows.
          Range: Up to 30 feet.
          Cooldown: Can be used once every 2 melee rounds.
        4. Ensnaring Roots:
          The faeries can summon roots from the ground to entangle opponents.
          Effect: Victims must save vs. Magic or be entangled for 1D4 melee rounds, suffering a -2 penalty to attack and defense.
          Range: 20 feet.
          Duration: 1D4 melee rounds.
        5. Illusionary Duplicate:
          Creates a duplicate of the faerie to confuse and mislead enemies.
          Effect: Opponents must save vs. Illusion or attack the duplicate instead of the real faerie.
          Duration: 1 melee round.
          Cooldown: Can be used once every 5 minutes.

        Weaknesses:
        1. Iron Vulnerability:
          Weapons made of iron deal double damage to the dark faeries.
        2. Bright Light:
          Bright, magical light (such as a Light spell) causes the faeries to suffer a -3 penalty to all combat rolls and negates their Shadow Step ability.
          Duration: As long as the light persists.
        3. Dispel Magic:
          Successfully casting Dispel Magic can negate the faeries' magical abilities temporarily.
          Effect: Prevents the use of magical abilities for 1D6 melee rounds.

        Encounter Options:

        • Combat: If the adventurers choose to engage in combat, they must coordinate their attacks to handle the faeries’ agility and magic. The dark faeries will use hit-and-run tactics, leveraging their flying speed and Shadow Step to evade direct confrontation. The adventurers will need to use area-of-effect spells, traps, or coordinated attacks to pin the faeries down.
        • Negotiation or Distraction: Alternatively, the adventurers could attempt to negotiate with or distract the faeries, perhaps offering something of value or creating a diversion to pass through the grove unharmed.
        • Magical Countermeasures: Using spells or items that produce bright light or dispel magic can significantly weaken the faeries, making them easier to defeat.

        Tactics: The dark faeries will begin the encounter with a barrage of Dark Darts from a distance, using their speed to remain out of reach. If pressed, they will use Shadow Step to relocate and continue their assault. They will use Ensnaring Roots to immobilize any adventurers who get too close and create Illusionary Duplicates to sow confusion and draw attacks away from themselves. The faeries will avoid direct melee combat unless they have a significant advantage or the adventurers are already weakened. If the adventurers create bright light or use iron weapons, the faeries will become more cautious and may retreat to regroup. The faeries are cunning and will focus their attacks on the most vulnerable or isolated members of the party, aiming to wear them down through attrition.

      39. Evil Fae Trickery: Evil Fae Trickery Encounter Setting: As the adventurers proceed deeper into the shrine, they enter a surreal and enchanted glade filled with the sound of tinkling laughter and whispering leaves. The area is bathed in an otherworldly glow, with shadows dancing and flickering in an almost playful manner. Suddenly, a group of fae creatures emerges from the shadows, their eyes glinting with mischief. These evil fae delight in trickery and have prepared a series of whimsical yet dangerous games to test the adventurers.
        Evil Fae Description: The evil fae are small, elegant beings with delicate features and shimmering, almost translucent wings. Their clothing appears woven from leaves and spider silk, and their movements are graceful and fluid. Despite their outward beauty, their eyes betray a sinister glint, and their smiles are filled with malice. They exude an aura of enchantment, making it difficult to discern reality from illusion.

        Evil Fae Stats:
        Alignment: Diabolic
        Attributes:
        IQ: 16
        ME: 14
        MA: 18
        PS: 8
        PP: 22
        PE: 10
        PB: 20
        SPD: 20 (flying: 35)
        Hit Points (HP): 25 each
        SDC: 30 each
        MDC: 20 each (if applicable)
        Horror Factor (HF): 10
        PPE: 80 each
        ISP: 40 each
        Level of Experience: 5th level each
        Size: Small (2-3 feet tall)
        Combat Abilities:

        1. Illusion Crafting:
          The fae can create complex illusions to deceive and mislead.
          Effect: Opponents must save vs. Illusion or believe the illusions are real.
          Range: 100 feet.
          Duration: Up to 10 minutes per illusion.
        2. Faerie Fire:
          A harmless but dazzling display of lights that can blind and disorient.
          Effect: Opponents must save vs. Magic or be blinded (-5 to combat rolls) for 1D4 melee rounds.
          Range: 60 feet.
        3. Charming Laughter:
          The fae can charm their targets with enchanting laughter.
          Effect: Victims must save vs. Magic or be charmed (unable to attack or defend against the fae) for 1D6 melee rounds.
          Range: 30 feet.
        4. Riddle of the Fae:
          The fae pose a riddle or challenge to the adventurers.
          Effect: If the adventurers fail to solve the riddle or complete the challenge, they suffer a magical curse (e.g., -2 to all rolls, slowed movement, etc.) for 24 hours.
          Range: Close proximity, verbal interaction.
        5. Whimsical Warp:
          The fae can warp the perception of reality, altering the adventurers' surroundings.
          Effect: Causes disorientation (opponents suffer -2 to all rolls) for 2D6 minutes.
          Range: 50 feet.

        Weaknesses:
        1. Iron Vulnerability:
          Weapons made of iron deal double damage to the fae.
        2. True Sight:
          Spells or abilities that grant true sight can see through their illusions and reveal their true forms.
          Duration: As long as true sight is active.
        3. Dispel Magic:
          Successfully casting Dispel Magic can negate the fae's illusions and magical effects temporarily.
          Effect: Prevents the use of magical abilities for 1D6 melee rounds.

        Encounter Options:
        • Riddles and Challenges: The fae will begin by posing riddles and challenges to the adventurers. Each adventurer must succeed in a skill check or intelligence roll to solve the riddle or complete the challenge. Failure results in a temporary curse or penalty.
        • Combat: If the adventurers choose to attack or fail the riddles, the fae will retaliate with their magical abilities and illusions. The fae use their agility and enchanting magic to confuse and disorient the party, making direct combat challenging.
        • Negotiation: The adventurers can attempt to negotiate with the fae, perhaps offering something of value or using diplomacy to gain safe passage. Successful negotiation requires a high charisma or successful skill checks in Lore: Faerie or Negotiation.
        • Magical Countermeasures: Using spells or items that provide true sight or dispel magic can greatly reduce the fae's effectiveness, revealing their true forms and nullifying their illusions.

        Tactics: The evil fae will use their Illusion Crafting to create misleading environments, making it difficult for the adventurers to discern the real threats. They will use Faerie Fire and Charming Laughter to disorient and incapacitate their opponents. The fae will focus on separating the adventurers and causing confusion, using their agility to stay out of reach and their Whimsical Warp to maintain control over the encounter. If the adventurers manage to see through the illusions or use iron weapons, the fae will become more cautious and may retreat into the shadows, using hit-and-run tactics to wear down the party. They will avoid direct confrontation unless they have a significant advantage.

      40. Bone Construct: Bone Construct: As the adventurers near the main temple of the shrine, they find themselves in a vast, echoing chamber filled with the remnants of ancient battles. Piles of bones lie scattered across the floor, and the air is thick with the scent of decay. Suddenly, the bones begin to rattle and rise, forming into a massive construct animated by dark Fae magic. This bone construct stands as a formidable guardian, one of the last lines of defense before the adventurers can reach the heart of the temple.
        Bone Construct Description: The bone construct is an enormous, hulking figure composed of hundreds of bones from various creatures, including humans, beasts, and monstrous beings. Its form is roughly humanoid, but grotesquely exaggerated, with elongated limbs and a towering stature. Glowing runes etched into its bones pulse with a sinister light, signifying the Fae magic that animates it. The construct moves with surprising agility for its size, every step resonating with the clattering of bones.

        Bone Construct Stats:
        Alignment: Diabolic
        Attributes:
        IQ: 7 (low intelligence, controlled by Fae magic)
        ME: 18
        MA: 8
        PS: 30 (Supernatural)
        PP: 14
        PE: n/a (undead)
        PB: 3
        SPD: 12
        Hit Points (HP): n/a (undead)
        SDC: 400
        MDC: 200 (if applicable)
        Horror Factor (HF): 15
        PPE: 0 (powered by external magic)
        ISP: n/a
        Level of Experience: 6th level construct
        Size: Huge (15-20 feet tall)
        Combat Abilities:

        1. Bone Crushing Strike:
          The construct delivers powerful blows with its massive limbs.
          Damage: 4D6 SDC/MDC (depending on the target's type).
          Range: Melee.
          Rate of Fire: 2 attacks per melee round.
        2. Bone Shard Barrage:
          • The construct can launch a volley of sharp bone shards at its enemies.
          • Damage: 2D6 SDC/MDC (depending on the target's type) per shard.
          • Range: 60 feet.
          • Rate of Fire: 1 volley per melee round (3 shards per volley).
        3. Reassemble:
          • The construct can reattach severed limbs and repair damage by absorbing nearby bones.
          • Effect: Regains 1D6x10 SDC/MDC.
          • Range: Absorbs bones within a 10-foot radius.
          • Cooldown: Can be used once every 3 melee rounds.
        4. Bone Cage:
          • The construct can create a cage of bones to trap one or more adventurers.
          • Effect: Victims must save vs. Magic or be trapped for 1D4 melee rounds, suffering -4 to attack and defense rolls while inside.
          • Range: 20 feet.
          • Duration: 1D4 melee rounds.
          • Cooldown: Can be used once every 5 melee rounds.
        5. Fae Rune Explosion:
          • In a last-ditch effort, the construct can activate the runes inscribed on its bones, causing a magical explosion.
          • Damage: 6D6 SDC/MDC (depending on the target's type) to all within a 30-foot radius.
          • Effect: The construct is destroyed after using this ability.
          • Range: 30-foot radius.
          • Cooldown: Can only be used once, as a self-destruct mechanism.

        Weaknesses:
        1. Holy and Magical Weapons:
          • These weapons deal double damage to the bone construct.
        2. Dispel Magic:
          • Successfully casting Dispel Magic can disrupt the Fae magic animating the construct, reducing its combat effectiveness.
          • Effect: -2 to all combat rolls and prevents the use of Reassemble for 2D6 melee rounds.
        3. Targeted Attacks:
          • Attacking the glowing runes can weaken the construct.
          • Effect: Each successful hit on a rune causes the construct to lose 2D6 SDC/MDC and reduces its effectiveness (-1 to all combat rolls).

        Encounter Options:
        1. Combat: If the adventurers choose to fight the bone construct, they must employ strategic attacks to dismantle it. They should focus on targeting the runes and using holy or magical weapons to deal maximum damage. The construct's Bone Shard Barrage and Bone Cage abilities will require the adventurers to stay mobile and avoid being trapped.
        2. Environmental Tactics: The adventurers can use the environment to their advantage, possibly luring the construct into narrow spaces where its size is a disadvantage or using obstacles to block its line of sight for ranged attacks.
        3. Magic and Dispels: Casting Dispel Magic or similar spells can weaken the construct significantly. The adventurers must protect their spellcasters from the construct's attacks while they perform the dispel.

        Tactics: The bone construct will use its size and strength to dominate the battlefield, attempting to crush any adventurers within reach with its Bone Crushing Strike. It will use Bone Shard Barrage to target those at a distance, and Bone Cage to isolate and incapacitate key members of the party. The construct will aim to absorb bones from the surroundings to repair itself, prolonging the fight. If the adventurers manage to destroy or severely weaken the construct, it will activate its Fae Rune Explosion as a final, desperate measure. The adventurers must be ready to escape the blast radius or mitigate the damage to avoid significant harm.

      41. Evil Fae Trickery: As the adventurers approach the Forgotten Shrine, they are confronted by more evil rising from the ground. The Fae attack with brute force, hurling rocks and causing the very ground beneath the adventurers' feet to tremble. The adventurers must use their wits and teamwork to defeat or appease these formidable guardians.

      42. Main Temple: Read:
          You enter into a large circular chamber with a grand dais at its side. Four massive pillars, carved to resemble tree trunks and entwined with vines, support the high ceiling. Opposite the grand dais is a smaller but longer dais, adorned with a vine-tangled archway that leads back to a set of ascending stairs. As you step into the main temple, you are met with a foreboding atmosphere. The air is thick with the scent of damp earth and the faint glow of bioluminescent fungi illuminates the chamber. Standing on the grand dais are two evil fae ritualists, chanting in an ancient, guttural tongue.
          As the adventurers make their way into and towards the narrow dias, the atmosphere grows increasingly hostile. The once tranquil path is now marred by rising mists and an eerie stillness. Suddenly, the ground begins to tremble, and from the earth itself, a group of 4 malevolent fae emerges. These evil fae are each armed with crude weapons. These fae work for the Necromancer. They once were guardians of the shrine, and so have the ability to wield the power to manipulate the very terrain, using brute force and earth-based magic to challenge the adventurers. The evil fae guardians are taller and more imposing than typical fae, with a rugged, earthen appearance. Their skin resembles bark or stone, and their eyes glow with an inner fire. Clad in armor made from intertwined roots and rocks, they exude a primal strength. Their movements are swift and deliberate, and they carry an assortment of natural weapons, such as stone-tipped spears and thorny whips.

        Evil Fae

        • Evil Fae
          Alignment: Diabolic
          Attributes:

            IQ: 14
            ME: 13
            MA: 12
            PS: 22 (Supernatural)
            PP: 20
            PE: 15
            PB: 10
            SPD: 18

          Hit Points (HP): 50 each
          SDC: 60 each
          MDC: 30 each (if applicable)
          Horror Factor (HF): 13
          PPE: 100 each
          ISP: 40 each
          Level of Experience: 5th level each
          Size: Medium (5-6 feet tall)
        • Evil Fae
          Alignment: Diabolic
          Attributes:
          IQ: 14
          ME: 13
          MA: 12
          PS: 22 (Supernatural)
          PP: 20
          PE: 15
          PB: 10
          SPD: 18
          Hit Points (HP): 50 each
          SDC: 60 each
          MDC: 30 each (if applicable)
          Horror Factor (HF): 13
          PPE: 100 each
          ISP: 40 each
          Level of Experience: 5th level each
          Size: Medium (5-6 feet tall)
        • Evil Fae
          Alignment: Diabolic
          Attributes:
          IQ: 14
          ME: 13
          MA: 12
          PS: 22 (Supernatural)
          PP: 20
          PE: 15
          PB: 10
          SPD: 18
          Hit Points (HP): 50 each
          SDC: 60 each
          MDC: 30 each (if applicable)
          Horror Factor (HF): 13
          PPE: 100 each
          ISP: 40 each
          Level of Experience: 5th level each
          Size: Medium (5-6 feet tall)
        • Evil Fae
          Alignment: Diabolic
          Attributes:
          IQ: 14
          ME: 13
          MA: 12
          PS: 22 (Supernatural)
          PP: 20
          PE: 15
          PB: 10
          SPD: 18
          Hit Points (HP): 50 each
          SDC: 60 each
          MDC: 30 each (if applicable)
          Horror Factor (HF): 13
          PPE: 100 each
          ISP: 40 each
          Level of Experience: 5th level each
          Size: Medium (5-6 feet tall)
          Combat Abilities:
          1. Earthquake Slam:
            The fae strike the ground, causing a localized earthquake.
            Effect: All within a 30-foot radius must save vs. Magic or be knocked prone and take 2D6 SDC/MDC (depending on the target's type).
            Range: 30-foot radius.
            Cooldown: Can be used once every 3 melee rounds.
          2. Rock Hurl:
            The fae hurl large rocks with great force.
            Damage: 3D6 SDC/MDC (depending on the target's type).
            Range: 80 feet.
            Rate of Fire: Up to 2 per melee round.
          3. Root Snare:
            The fae summon roots from the ground to entangle and immobilize opponents.
            Effect: Victims must save vs. Magic or be entangled for 1D6 melee rounds, suffering -3 to attack and defense rolls while entangled.
            Range: 20 feet.
            Cooldown: Can be used once every 4 melee rounds.
          4. Earth Shield:
            The fae create a protective barrier of stone and earth around themselves or an ally.
            Effect: Provides 40 SDC/MDC (depending on the target's type) shield that lasts for 1D6 melee rounds.
            Cooldown: Can be used once every 5 melee rounds.
          5. Boulder Crash:
            The fae summon a massive boulder to roll towards the adventurers.
            Damage: 5D6 SDC/MDC (depending on the target's type) to all in its path.
            Range: 60 feet.
            Cooldown: Can be used once per encounter.

        Weaknesses:
        1. Iron Vulnerability:
          Weapons made of iron deal double damage to the fae.
        2. Water and Ice Magic:
          These types of magic can slow and weaken the fae, reducing their combat effectiveness.
          Effect: -2 to all combat rolls and reduces SPD by half for 1D6 melee rounds.
        3. Dispelling Magic:
          Successfully casting Dispel Magic can temporarily disrupt the fae's earth-based abilities.
          Effect: Prevents the use of earth-based abilities for 1D6 melee rounds.

        Encounter Options:
        • Combat: If the adventurers choose to engage the fae in combat, they must coordinate their attacks to counter the fae's brute force and earth-based magic. The fae will use Earthquake Slam and Root Snare to disrupt the adventurers' formation and Rock Hurl to deal significant damage from a distance. The adventurers must stay mobile and use their environment to avoid being cornered.
        • Negotiation or Appeasement: The adventurers might try to negotiate with or appease the fae. Offering something of value, showing respect to the shrine, or using diplomatic skills could persuade the fae to allow them passage. This approach requires successful skill checks in Diplomacy, Lore: Faerie, or similar skills.
        • Magical Countermeasures: Using spells or items that weaken earth-based magic, such as water or ice spells, can greatly reduce the fae's effectiveness. Dispel Magic can also be used to negate their abilities temporarily, giving the adventurers a tactical advantage.

      Tactics: The evil fae will use their Earthquake Slam early in the encounter to destabilize the adventurers and create an opening for their attacks. They will then follow up with Rock Hurl and Root Snare to control the battlefield and target vulnerable party members. The fae will use Earth Shield to protect themselves or key allies, ensuring they can continue their assault. If the adventurers manage to dispel the fae's magic or use iron weapons, the fae will become more defensive, using Boulder Crash as a last resort to create chaos and inflict maximum damage. They will avoid prolonged direct combat, preferring to use their abilities to wear down the adventurers over time.

      Traps:

      As the adventurers move through the chamber, they must be cautious of the traps set by the evil fae:

      • Vine Snare Traps: Hidden among the vines are snares that can entangle an adventurer's leg. Characters must roll under their Prowl skill or Detect Concealment to avoid stepping into a snare. Failure results in being entangled (roll vs. Perception, base 30% chance to notice).
      • Poisoned Spikes: Along the edges of the smaller dais are concealed spikes coated with poison. Characters who fail to detect these traps (base 25% chance) and step on them must save vs. poison or take 1D4 damage and suffer -2 to all rolls for 1D4 hours.

      Encounter: Evil Fae Ritualists and Guards:

      1. Evil Fae Ritualist 1:
        • A.R.: 12
        • H.P.: 28
        • S.D.C.: 22
        • Attacks: 3 per melee
        • Damage per Attack: By weapon (dagger 1D6), spells
        • Bonuses: +3 to dodge, +3 to save vs. magic
        • Magic: Knows 8 spells (Blinding Flash, Fear, Fire Bolt, Armor of Ithan, Heal Wounds, Darkness, Energy Bolt, Paralysis)
      2. Evil Fae Ritualist 2:
        • A.R.: 11
        • H.P.: 32
        • S.D.C.: 18
        • Attacks: 3 per melee
        • Damage per Attack: By weapon (staff 1D8), spells
        • Bonuses: +2 to dodge, +4 to save vs. magic
        • Magic: Knows 8 spells (Blinding Flash, Fear, Fire Bolt, Armor of Ithan, Heal Wounds, Darkness, Energy Bolt, Paralysis)

    3. Fae Guards:
      1. Fae Guard 1:
        • A.R.: 10
        • H.P.: 19
        • S.D.C.: 12
        • Attacks: 2 per melee
        • Damage per Attack: By weapon (short sword 1D6, bow 1D6)
        • Bonuses: +2 to dodge, +1 to strike
      2. Fae Guard 2:
        • A.R.: 11
        • H.P.: 21
        • S.D.C.: 17
        • Attacks: 2 per melee
        • Damage per Attack: By weapon (short sword 1D6, bow 1D6)
        • Bonuses: +1 to dodge, +3 to strike
      3. Fae Guard 3:
        • A.R.: 9
        • H.P.: 23
        • S.D.C.: 15
        • Attacks: 2 per melee
        • Damage per Attack: By weapon (short sword 1D6, bow 1D6)
        • Bonuses: +3 to dodge, +2 to strike
      4. Fae Guard 4:
        • A.R.: 10
        • H.P.: 18
        • S.D.C.: 20
        • Attacks: 2 per melee
        • Damage per Attack: By weapon (short sword 1D6, bow 1D6)
        • Bonuses: +2 to dodge, +1 to strike

      Treasure:

      After defeating the evil fae, the adventurers can find the following treasure:

      • Evil Fae Ritualist 1: 70 gold pieces, two minor magical items (GM's choice)
      • Evil Fae Ritualist 2: 65 gold pieces, one minor magical item (GM's choice), a rare potion
      • Fae Guards: 15 gold pieces each, assorted gemstones worth 50 gold pieces in total

    Area 43: Uncovering Ancient Lore: Connected to the back of the main temple and hidden beneath layers of ivy and forgotten prayers lies a chamber holding relics and ancient texts that tell of the shrine's history and its dedication to Muragga Raxivort. The adventurers may uncover clues to the region's past, as well as valuable artifacts imbued with ancient magic that could aid them in their quest. When they begin searching the shrine Muragga Raxivort will appear.
    Note: Although forgotten by most, Muragga Raxivort is not without some power and is quite dangerous. She can and will defend herself, but if she feels her life to be in danger, she will flee or make a deal with those she fights. She has foreseen her possible death either at the hands of the characters or those of the Necromancer and will most likely deal with the party if they agree to let her live and destroy the Necromancer for her. She will offer her scythe to one of the party to use as a weapon to destroy the Necromancer. Because of its nature, it will destroy even a lich regardless of its phylactery.

    Muragga Raxivort - Forgotten Fae Goddess of Death

    Muragga Raxivort is depicted as a majestic and mysterious figure, embodying both beauty and a haunting aura of death. She appears as a tall, ethereal Fae with pale skin and hair that seems to flow like mist. Her eyes are deep and dark, reflecting the endless abyss of mortality.

    Muragga Raxivort, Forgotten Fae Goddess of Death
    Alignment: Miscreant (Evil)
    Attributes: I.Q. 22, M.E. 24, M.A. 24, P.S. 20, P.P. 20, P.E. 20, P.B. 40, Spd. 22
    Hit Points: 72
    S.D.C.: 120
    Horror Factor: 18
    P.P.E.: 250 (10D6x10)
    Height: Variable, often appears as a tall, imposing figure
    Weight: Variable
    Age: Ancient
    Description: Muragga Raxivort appears as a majestic, otherworldly figure, beautiful beyond comprhention but obviously evil. She is shrouded in dark robes and surrounded by an aura of death and decay. Her eyes gleam with an unearthly light, and her voice echoes with a chilling resonance.
    Special Abilities:
    1. Immortality: Muragga Raxivort does not age and is immune to conventional diseases and toxins.
    2. Nightvision: Can see in total darkness.
    3. Magic: Master of necromantic and death-related spells.
    4. Death Touch: A touch from Muragga Raxivort can drain life force or cause instant death to mortal beings or the reverse if she so desires.
    5. Shapeshifting: Can assume various forms, including that of a crow or raven.
    6. Summoning: Can summon and control spirits of the dead.
    7. Divination: Can see into the future and foresee death and disaster.
      Combat:
      • Attacks per Melee: 5
      • Damage: 4D6+6 (magic weapon or spells)
      • Bonuses: +6 to strike, +6 to parry, +6 to dodge, +10 to save vs. magic/poison, +10 to save vs. horror factor.
        Equipment: Muragga Raxivort wields a magical scythe, imbued with the power to sever life essence and souls.


        Notes: Muragga Raxivort was worshipped by Evil Fae and those who seek power over death. Even though she has mostly been forgotten she is still a formidable opponent and a master manipulator, and will plot intricate schemes to increase her influence and gather souls for her domain.

        As the Goddess of Death, Muragga Raxivort holds dominion over the passage from life to afterlife, overseeing the souls of the departed. She is revered and feared by the Xvart, who view her as their creator and ultimate judge.

        Muragga Raxivort crafted the Xvart from the essence of shadows and the echoes of lost souls. They were designed to serve as her devoted followers and agents in the mortal realm. The Xvart are marked by their blue-gray skin, glowing eyes, and nimble frames, reflecting their otherworldly origin.

        Among the Xvart, Muragga Raxivort is worshipped through rituals of death and renewal. They believe that pleasing her ensures safe passage into the afterlife and protection from malevolent spirits. Her temples are adorned with symbols of death and rebirth, often found in shadowed groves or beneath ancient, gnarled trees.

        Powers and Abilities

        • Necromantic Magic: She can manipulate the energies of death, raising the dead or binding spirits to her will.
        • Ethereal Presence: Muragga Raxivort can appear in multiple places at once, her form shifting between shadows and mist.
        • Curse of Ages: Those who invoke her wrath may suffer from eternal torment or cursed fates, a reminder of her unforgiving nature.

    Myth and Legend

    Legends speak of Muragga Muragga Raxivort's role in shaping the destiny of the Fae and mortals alike. Her decisions are said to be as capricious as they are final, weaving intricate fates and unraveling the threads of existence with a touch.

    Symbolism

    Her symbols include the Raven, the Crescent Moon, and the Obsidian Dagger, each representing aspects of death, prophecy, and the unknown.

    Conclusion: With the Fae pacified or defeated, the Forgotten Shrine falls silent once more. The ancient sanctity of the shrine begins to reassert itself, as the twisted vines recede and the stone pillars stand proud once more. The adventurers may leave with newfound knowledge of the shrine's significance, or they may choose to honor its ancient legacy by restoring it to its former glory.

    4. The Necromancer

    Inside the caves beneath Wyvern Peak, the adventurers uncover a cult led by a malevolent necromancer: Non other then Skellos the Cruel, the Shadow Elf Lich, seeking to harness the latent magical energies of the mountain. The necromancer plans to awaken an ancient god's's spirit and bind it to their will, believing it will grant them dominion over the region.

    The Necromancer's Lair

    Deep within the labyrinthine caves beneath Wyvern Peak, a malevolent presence stirs. The adventurers, drawn by rumors of strange happenings and disappearing villagers, uncover a cult led by a powerful necromancer. This dark figure, shrouded in robes of black, has gathered a group of fanatical followers to aid in their nefarious plot: to harness the latent magical energies of the mountain and awaken an ancient god's spirit.

    Description: The entrance to the necromancer's lair is concealed behind secret doors within the forgotten temple complex. A narrow passage leads into the depths of the earth, where the air grows colder and heavy with the scent of decay. Torchlight flickers against the damp walls, revealing ancient runes etched into the stone and eerie shadows that seem to dance with a life of their own.

    Cult of the Necromancer: The cultists, drawn from desperate souls seeking power and misguided individuals lured by promises of immortality, populate the darkened corridors of the necromancer's lair. They wear robes adorned with symbols of death and serve their master with unwavering loyalty, believing in the necromancer's vision of dominion over the region through the awakened god's spirit.

    Encounters:

    Encounter 44: Ritual Preparation Chamber

    This chamber is filled with shelves containing jars of mysterious ingredients, a large stone table with arcane symbols, and several braziers that emit a flickering, eerie light. 1 Necromancer Apprentice and 4 Skeletons are working in here. The Necromancer Apprentice will attempt to use magic to control the battlefield, casting spells such as Magic Missile and Ray of Sickness, while the Skeletons engage in melee combat. If the Apprentice is critically threatened, they will attempt to retreat to area 45.

    Treasure: A shelf contains a scroll of Animate Dead, a vial of holy water, and a pouch with 25 gp.

    Necromancer Apprentice:
    Alignment: Aberrant
    Attributes: IQ 14, ME 12, MA 10, PS 10, PP 13, PE 12, PB 8, Spd 10
    SDC/HP: 25/20
    PPE: 45
    Spells: Magic Missile, Ray of Sickness, Animate Dead, Blight
    Attacks per melee: 2
    Damage: Dagger 1D6, Magic Varies
    Skeletons (4):
    Alignment: Diabolic
    Attributes: IQ 6, ME 5, MA 5, PS 18, PP 11, PE 0 (undead), PB 3, Spd 10
    SDC/HP: 40/0
    Attacks per melee: 3
    Damage: Sword 2D6, Claw 1D6
    Special Abilities: Immune to cold, mind control, and poison, Resistant to fire (half damage)

    Encounter 45: Chamber of Summoning

    A circular room with an elaborate summoning circle inscribed on the floor. Candles surround the circle, and a dark aura permeates the air. 1 Shadow Demon and 2 Shadows stand within the circle waiting for someone to enter and release them. The Shadow Demon will attempt to ambush the party, using its invisibility and surprise tactics. The Shadows will try to drain the party's strength, making it easier for the Shadow Demon to overpower them.

    Treasure: Inside a locked chest are a wand of Magic Detection, a black onyx gem worth 100 gp, and a potion of Greater Healing.

    Shadow Demon:
    Alignment: Diabolic
    Attributes: IQ 16, ME 15, MA 12, PS 20, PP 18, PE 0 (undead), PB 4, Spd 20
    SDC/HP: 80/0
    Horror Factor: 16
    Attacks per melee: 4
    Damage: Claw 3D6, Bite 2D6
    Special Abilities: Invisibility, Teleport, Fear Aura (save vs HF 16)
    Shadows (2):
    Alignment: Diabolic
    Attributes: IQ 12, ME 10, MA 10, PS 14, PP 16, PE 0 (undead), PB 6, Spd 14
    SDC/HP: 30/0
    Horror Factor: 12
    Attacks per melee: 2
    Damage: Touch 2D6 + drain 1D6 PPE
    Special Abilities: Insubstantial, Immune to physical attacks (magic and silver do full damage), Life Drain (on touch, save vs PE 15 or lose 1D6 PPE)

    Encounter 46: Necromantic Laboratory

    A laboratory filled with alchemical equipment, spell components, and half-finished experiments. The smell of chemicals and decay is overwhelming. 1 Flesh Golem and 3 Zombies are here. The Flesh Golem will charge at the nearest intruder, using its powerful slam attacks. The Zombies will act as fodder, attempting to grapple and overwhelm the party.

    Treasure: On a workbench, a book titled "Secrets of Undeath" (value 50 gp), a set of alchemist's supplies, and a potion of Fire Breath.

    Flesh Golem:
    Alignment: Diabolic
    Attributes: IQ 6, ME 6, MA 5, PS 24, PP 10, PE 0 (undead), PB 2, Spd 8
    SDC/HP: 100/0
    Horror Factor: 14
    Attacks per melee: 3
    Damage: Slam 2D8, Punch 1D8
    Special Abilities: Immune to mind control and poison, Resistant to fire (half damage)
    Zombies (3):
    Alignment: Diabolic
    Attributes: IQ 4, ME 4, MA 4, PS 16, PP 10, PE 0 (undead), PB 2, Spd 8
    SDC/HP: 40/0
    Attacks per melee: 2
    Damage: Claw 1D8, Bite 1D6

    Encounter 47: Chamber of Tortured Souls

    This dark and oppressive chamber contains various torture devices, with chains hanging from the ceiling and walls. The wails of tortured souls echo faintly. 1 Wraith and 4 Specters are trapped in the room. The Wraith will target any living creatures, seeking to drain their life force. The Specters will move through the walls and attack from multiple angles, attempting to flank and surround the party.

    Treasure: A rack of various weapons (each weapon has a 50% chance of being magical).

    Wraith:
    Alignment: Diabolic
    Attributes: IQ 14, ME 12, MA 12, PS 20, PP 16, PE 0 (undead), PB 2, Spd 20
    SDC/HP: 60/0
    Horror Factor: 16
    Attacks per melee: 3
    Damage: Touch 1D8 + drain 1D8 HP
    Special Abilities: Insubstantial, Immune to physical attacks (magic and silver do full damage), Life Drain (on touch, save vs PE 16 or lose 1D8 HP)
    Specters (4):
    Alignment: Diabolic
    Attributes: IQ 12, ME 10, MA 10, PS 14, PP 16, PE 0 (undead), PB 6, Spd 14
    SDC/HP: 30/0
    Horror Factor: 12
    Attacks per melee: 2
    Damage: Touch 2D6 + drain 1D6 PPE
    Special Abilities: Insubstantial, Immune to physical attacks (magic and silver do full damage), Life Drain (on touch, save vs PE 15 or lose 1D6 PPE)

    Encounter 48: Hall of Ancestral Spirits

    A grand hall with carvings in the walls of various necromancers. Ghostly figures move between the carvings, watching the intruders with glowing eyes. 1 Banshee and 2 Ghosts guard this area. The Banshee will use her Horrifying Visage to scare the party, followed by her Wail. The Ghosts will attempt to possess party members and use their bodies against the rest of the group.

    Treasure: Hidden in a crook beside a carving is a secret compartment containing a ring of Protection and a necklace of Fireballs.

    Banshee:
    Alignment: Diabolic
    Attributes: IQ 12, ME 18, MA 14, PS 16, PP 16, PE 12, PB 6, Spd 14
    SDC/HP: 60/0
    Horror Factor: 14
    Attacks per melee: 3
    Damage: Wail (save vs HF 14 or lose initiative and one attack per melee round), Claw 2D6
    Special Abilities: Horrifying Visage (save vs HF 14 or be -6 to strike, parry, and dodge), Insubstantial, Immune to physical attacks (magic and silver do full damage)
    Ghost (2):
    Alignment: Diabolic
    Attributes: IQ 10, ME 12, MA 10, PS 14, PP 14, PE 0 (undead), PB 6, Spd 12
    SDC/HP: 40/0
    Horror Factor: 12
    Attacks per melee: 2
    Damage: Drain 1D4 HP per touch
    Special Abilities: Insubstantial, Immune to physical attacks (magic and silver do full damage), Possession (save vs ME 12 or be possessed for 1D4 melee rounds)

    Encounter 49: Crypt of the Damned

    Rows of sarcophagi line the walls of this crypt. The air is thick with the stench of death and decay. In the central sarcophagus, a staff of Withering, a cloak of Elvenkind, and 150 gp in ancient coins.

    Undead Guardian:
    Alignment: Diabolic
    Attributes: IQ 8, ME 10, MA 6, PS 20, PP 12, PE 0 (undead), PB 4, Spd 12
    SDC/HP: 80/0
    Horror Factor: 13
    Attacks per melee: 3
    Damage: Sword 2D6, Claw 1D6
    Special Abilities: Immune to cold, mind control, and poison, Regenerates 1D6 HP per melee round

    Encounter 50: Ambush in the Tunnels

    As the adventurers venture deeper into the caves, they are ambushed by cultists wielding dark magic and necrotic spells. The cultists fight with fervor, their eyes glazed with fanaticism as they attempt to thwart the adventurers' progress and protect their master's plans.

    Cultist Acolyte:
    Alignment: Miscreant
    Attributes: IQ 12, ME 10, MA 10, PS 12, PP 12, PE 10, PB 10, Spd 12
    SDC/HP: 20/20
    PPE: 30
    Spells: Circle of Flame, Death Trance, Turn Dead
    Attacks per melee: 2
    Damage: Dagger 1D6, Magic 2D6

    Encounter 51: Dock to the Underground River

    A stone dock leading to the underground river. Small boats are tied to the dock, and the sound of water echoes through the cavern. Hidden in one of the boats is a small chest containing a pearl worth 100 gp, a potion of Water Breathing, and a spell scroll of Control Water.

    Guarding Zombies (2):
    Alignment: Diabolic
    Attributes: IQ 4, ME 4, MA 4, PS 16, PP 10, PE 0 (undead), PB 2, Spd 8
    SDC/HP: 40/0
    Attacks per melee: 2
    Damage: Club 1D8, Claw 1D6

    Encounter 53: Underground River

    A dark, flowing river with strong currents. The water is cold and murky, and the occasional ripple suggests 1 Aboleth moving beneath the surface. The Aboleth will use its Enslave ability to control a party member. It will use its lair actions to create illusions and control the water, making the environment hazardous.

    At the bottom of the river, an old treasure chest containing a helm of Underwater Action, a ring of Swimming, and 200 gp.

    Aboleth:
    Alignment: Diabolic
    Attributes: IQ 14, ME 16, MA 10, PS 20, PP 16, PE 20, PB 4, Spd 10 (swim 18)
    SDC/HP: 120/0
    Attacks per melee: 4
    Damage: Tentacle 2D6 + disease, Tail Slap 4D6
    Special Abilities: Amphibious, Enslave, Create Illusions, Control Water

    Encounter 54: Cave Off the Underground River

    A small cave with another dock. The cave walls are damp, and the sound of dripping water echoes throughout. A Chuul will grapple and attempt to paralyze party members, dragging them into the water. A submerged chest containing a trident of Fish Command, a pearl worth 150 gp, and a potion of Invisibility.

    Chuul:
    Alignment: Diabolic
    Attributes: IQ 8, ME 10, MA 7, PS 20, PP 13, PE 15, PB 6, Spd 12 (swim 18)
    SDC/HP: 90/0
    Attacks per melee: 4
    Damage: Pincer 2D6, Tentacle 1D6 + paralysis
    Special Abilities: Amphibious, Sense Magic, Paralyzing Tentacles

    Encounter 55: Hidden Treasury

    A secret chamber filled with treasures gathered by the necromancer over the years. The room is warded with traps and magical defenses. The room itself is trapped, with pressure plates that trigger magical and mechanical defenses.

    A pile of coins totaling 500 gp, a sword of Life Stealing, a set of mithral armor, and a bag of holding are in the room.

    Encounter 56: Show down with the Necromancer

    At the deepest chamber of the caves, the adventurers confront the necromancer surrounded by arcane sigils and flickering candles and 12 apprentices. The necromancer Skellos, a figure of chilling presence and malevolent intent, commands the power of death itself speaks to them in a booming but almost kind voice:

    • "My disciples, as we gather on this night of dark renewal to capture the Essence of the Dark Goddess Muragga Raxivort, Fae Queen of Death, heed the decree of Skellos the Cruel. You have gone forth into the caverns, sought out the chosen vessel from among the Dark Fae, and now my hour approaches. Prepare, the ritual"
    • He then looks about the sacrificial altar where the Dark Fae is tied down and says, "I, Skellos the Cruel, stand amidst you, my twelve faithful servants. But in the midst of what should be celebration, I speak this dire prophecy: 'Behold, one among you harbors treachery.'

    The Twelve look about in confusion and fear, each daring to ask, 'Is it I, Master?'

    "With cold certainty," he replies, "'He who stands first to share in this night's communion of flesh and blood has betrayed me. The Son of Darkness, foretold in ancient curses, shall tread his fated path. But woe to the betrayer! It would have been better had he never been born.'

    Tolendir, an elven priest that told you about the mines, removes his hood and says in a voice consumed by guilt and trembling, 'Surely not I, Master?'

    And with a chill voice, Skellos answers, 'You have spoken it.' He looks Tolendir in the eyes and rips some flesh off his arm, crimson blood staining the darkened altar, he commands, 'Partake of this flesh, for it is my essence, bound to the darkness.'

    Then, lifting the cup to the wound and fills it with blood drawn from the wound, "I curse it this blood, let this is the covenant, Drink of my blood, spilled to bind many, granting power over life and death, and know this truth: I shall not drink of this cup again until the coming of Armageddon, when I reclaim my throne in the shadowed dominion, to rule for eternity, for on this night I am betrayed to those foreseen in my meditations. Elves in service to the light and sent here by my betrayer.

    As the echoes of infernal chants resonate through the caverns of shadows, behold now this altar carved from the Mount of Torment, where destiny unfolds under the baleful gaze of the Dark Goddess, Muragga Raxivort, Fae Queen of Death, awaiting the ascension of darkness. He slams a knife into the Dark Fae and turns to Tolendir.

    • 'You have spoken it, but you must do as fate guides you to do,' 'I forgive you, my child.'

    And this is when he turns and motions the player characters into the chamber. 'Come and let us meet destiny together, shall we?'

    A fierce battle ensues as the necromancer summons spectral guardians and unleashes powerful necromantic spells to defeat the adventurers and fulfill their dark ambitions.

    Conclusion: With Skellos defeated and their cult scattered, the caves beneath Wyvern Peak fall silent once more. The dark magic that once permeated the tunnels begins to dissipate, and the ancient energies of the mountain return to a dormant state. The adventurers may uncover remnants of Skellos's research and artifacts, as well as earn the gratitude of the villagers who were saved from the necromancer's malevolent grasp. Yet, whispers of the necromancer's ambitions and the mysteries of the ancient god's spirit linger, hinting at further adventures and challenges yet to come.

    The final confrontation takes place amidst the ancient caverns, adorned with glowing crystals and arcane runes. The adventurers must battle Skellos's minions, navigate through traps and magical wards, and ultimately face Skellos in a climactic battle. The Final Confrontation in the Ancient Caverns

    As the adventurers delve deeper into the labyrinthine caves beneath Wyvern Peak, they are met with an otherworldly sight: ancient caverns adorned with glowing crystals that illuminate the darkness with an ethereal light. Arcane runes, pulsating with latent magic, are etched into the walls and floor, casting intricate patterns that seem to shift and writhe with a life of their own. This mystical atmosphere adds an ominous backdrop to the final confrontation with the necromancer.

    Description of the Caverns:

    The caverns stretch out in a network of twisting passages and expansive chambers, their ceilings adorned with clusters of shimmering crystals that emit a soft, pulsating glow. The air is thick with the scent of damp earth and the faint, metallic tang of lingering necromantic energy. The ground beneath the adventurers' feet is uneven, scattered with loose stones and remnants of ancient rituals.

    Challenges and Obstacles:

    1. Minions of Darkness: As the adventurers progress deeper into the caverns, they encounter the necromancer's minions lurking in the shadows. Skeleton warriors, their bones gleaming with an unnatural sheen, rise from the depths to block the adventurers' path. Wraiths, spectral entities wreathed in cold mist, haunt the corridors, their moans echoing with sorrow and malice. The adventurers must battle these otherworldly foes while maintaining their focus on the ultimate goal: confronting the necromancer.
    2. Traps and Magical Wards: The necromancer has fortified their lair with traps designed to ensnare and incapacitate intruders. Pressure plates trigger cascades of falling rocks, arcane glyphs pulse with malevolent energy, and hidden mechanisms release poisonous gases into the air. The adventurers must proceed with caution, using their wits and skills to disarm traps or find alternate routes through the treacherous terrain.
    3. Arcane Runes and Ritual Circles: Deep in the caverns, the adventurers come upon a vast chamber dominated by a circular dais adorned with intricate arcane runes. The necromancer stands at the center, surrounded by a swirling maelstrom of dark energy. Runes etched into the floor glow with an ominous light, channeling power from the depths of the mountain itself. The adventurers must disrupt the necromancer's ritual, disrupting the flow of magic and weakening their hold over the ancient god's spirit.
    4. Climactic Battle with the Necromancer: At the pinnacle of the chamber, the adventurers confront the necromancer Skellos in a showdown of wills and strength. The necromancer, cloaked in robes of shadow and wielding a staff adorned with dark crystals, commands the powers of death and decay with terrifying mastery. Spectral minions swirl around them, lashing out with tendrils of dark energy. The battle is intense and fraught with peril. The necromancer unleashes waves of necrotic energy, attempting to drain the life force from the adventurers. They summon skeletal warriors to their aid and create illusions to confuse and disorient their foes. The adventurers must coordinate their attacks, exploiting weaknesses in the necromancer's defenses while dodging deadly spells and curses.

    Conclusion: With a final burst of effort and resolve, the adventurers overpower the necromancer. The dark figure's spells falter, their defenses crumble, and they are left vulnerable before the might of the adventurers. With a resounding strike, the necromancer is defeated, their malevolent presence dissipating like a fading shadow.

    As the echoes of battle fade from the caverns, the crystals dim and the arcane runes lose their glow. The ancient caverns return to a quiet stillness, their mystical energies ebbing back into the depths of the mountain. The adventurers emerge victorious, their courage and skill earning them the gratitude of the villagers and ensuring that the necromancer's dark ambitions are thwarted; for now.

    Conclusion: With the necromancer defeated or driven away, and the mountain sanctuaries cleansed of evil, peace returns to Wyvern Falls. The villagers express their gratitude to the adventurers, who are hailed as heroes. The adventurers may receive rewards such as enchanted items, gold, or property in the village. However, rumors persist of other dark forces stirring in the depths of the Mountain, hinting at future adventures and challenges for the brave heroes.

    Skellos the Cruel

    Skellos, an ambitious Shadow Elf, rose to prominence within the secretive society of his kind. However, his insatiable thirst for forbidden knowledge led him down the dark path of necromancy. Betraying his master and embracing the powers of death, he is now known as "the Cruel," an enigmatic and fearsome figure in the realms.

    Race: Shadow Elf (Lich)
    Class: Necromancer
    Alignment: Aberrant
    Level: 10
    Attributes:

    • IQ (Intelligence): 22
    • ME (Mental Endurance): 20
    • MA (Mental Affinity): 20 (+5% to save vs. magic/poison)
    • PS (Physical Strength): 19
    • PP (Physical Prowess): 15
    • PE (Physical Endurance): 17
    • PB (Physical Beauty): 18
    • Spd (Speed): 16
    • PER (Perception): 14
    • LUCK (Luckiness): 13
    • REF (Reflexes): 15

    Special Abilities:
    1. Undead Immortality: As a lich, Skellos is immune to death by aging, disease, or conventional means. He is sustained by dark magic, making him effectively immortal.
    2. Innate Magic Resistance: Skellos possesses an innate resistance to magic, allowing him to save against magical and poisonous effects with a bonus of +5%.
    3. Intellectual Superiority: Skellos's high intelligence (IQ 22) grants him a +8% bonus to all skills, showcasing his exceptional grasp of arcane knowledge and strategic thinking.
    4. Cursed Aura: Skellos's presence is shrouded in a cursed aura, instilling fear in those who come near. Enemies must make a saving throw or be affected by an aura of dread, reducing their combat effectiveness.
    5. Necromantic Mastery: Skellos has unparalleled mastery over necromantic arts, allowing him to command and control undead minions effortlessly. His spells and rituals in this domain are exceptionally potent.

    Combat Bonuses: Initiative: +1, Strike: +3, Parry: +3, Dodge: +4, Roll: +3, Pull Punch: +2, Disarm: -2
    Saving Throw Bonuses:
    • Save vs. Magic/Poison: +8% (Base +5% from MA and +3% from IQ)
    • Save vs. Horror Factor: +3
    • Save vs. Psionics: +1

    Hit Points: 85
    S.D.C. (Structural Damage Capacity): 175
    P.P.E. (Potential Psychic Energy): 120
    O.C.C. (Occupational Character Class): Necromancer
    Skills of Note: (all skills are at 95%)
    • Track Humanoids
    • Track/Trap Animals
    • Prowl
    • Identify Plants/Fruits
    • W.P. Sword
    • Wilderness Survival: Forest
    • Languages: Native Tongue at 98% plus one of choice (+20%)
    • Language: Ancient Elven (98%)
    • Language: Orc (98%)
    • Language: Goblin (98%)
    • Languages: Common
    • Language: Demongogian (+15%)
    • Language: Abbysmal (+10%)
    • Literacy: Ancient Elven
    • Literacy [Common]
    • Literacy [orc]
    • Two Science / Technical Skills [Chose from all Science Skills, Art, History, All Lore Skills, and Writing] . Dance
    • Heraldry
    • Horsemanship: General
    • Military Etiquette
    • Court Etiquette
    • Mathematics: Basic
    • Play Drum
    • Sing
    • W.P. Sword
    • W.P. Dagger
    • W.P. Staff
    • Hand to Hand: Basic
    • Literacy: Native (+40%)
    • Lore: Demons/Devil (+30%)
    • Lore: Undead/Darklife (+30%)
    • Medical Doctor (+15%)
    • Holistic Medicine (+10%)
    • Lore: Religion (+10%)
    • Necromancy (+10%)
    • Summoning (General) (+10%)
    • Prowl (+10%)
    • Lore: Undead (+10%)
    • Lore: Magic (+10%)
    • Climbing (+10%)
    • Swimming (+10%)
    • Cooking (+10%)
    • First Aid (+10%)
    • Hand to Hand Combat: Expert
    • Spell Casting
    • Magic Combat

    Equipment:

    1. Robes of the Shadow:
      • Invisible when in the shadows.
      • Shadow Walk
      • Black, enchanted robes providing +20% to Prowl skill.
      • Grants 30 S.D.C.
    2. Invisible Veil of Soulbound Resonance: The Invisible Veil is a deceptively inconspicuous item that Skellos carries, masquerading as an ordinary trinket while concealing the essence of his undying soul. Crafted through forbidden rituals and inscribed with hidden glyphs, this veil is an enigma within the arsenal of the Cruel Lich.
      • Appearance: The Veil takes the form of a delicate, silk-like fabric, almost translucent and seemingly weightless. Its color fluctuates between shades of shadow and ethereal hues, making it blend seamlessly with the darkness that envelops Skellos.
      • Concealed Phylactery: Unbeknownst to those who gaze upon it, the Invisible Veil harbors an infinitesimal fragment of Skellos's Phylactery. Woven into the very fabric of the veil, this concealed Phylactery is a microscopic shard of dark obsidian, its presence undetectable by magical or mundane means.
      • Soulbound Resonance: When draped over Skellos's skeletal form, the Invisible Veil establishes an imperceptible link between the Lich and his concealed Phylactery. This link, known as Soulbound Resonance, allows Skellos to sense any disturbances or attempts to locate his true source of unlife.
      • Illusionary Enchantment: The veil is enchanted with illusions that veil its true nature, making it appear as a mere accessory or trinket to the casual observer. Attempts to identify or scrutinize the item are thwarted by the illusion, ensuring the true significance of the Invisible Veil remains hidden.
      • Unseen Thread of Immortality: The Invisible Veil serves as an anchor for Skellos's immortal essence, subtly manipulating the threads of necromantic magic that bind him to unlife. Its unseen thread weaves through the very fabric of his existence, reinforcing the connection between the Lich and his concealed Phylactery.
      • Necro-Concealment Aura: The Veil emits a subtle aura that disrupts magical attempts to detect or sense necromantic energies. This Necro-Concealment Aura adds an extra layer of protection, ensuring that Skellos's true nature remains veiled even from those attuned to mystical forces. Carrying the Invisible Veil, Skellos moves through the realms with an item seemingly devoid of significance. Little do those who encounter him realize that within the folds of this unassuming fabric lies the key to the Cruel Lich's enduring and elusive immortality.
    3. Elven Cursed Longsword of Singing - Dirgeblade: (+3 s/p/d)
      • Elegantly crafted with intricate elven runes
      • Emits haunting melodies, amplifying fear and anguish.
      • Anyone but Skellos who has the blade must sing out the words they say.
    4. Unicorn Horn Wand - Enchanter's Aegis: The Unicorn Horn Wand, known as the Enchanter's Aegis, is a mystical artifact crafted from the pristine horn of a unicorn, a creature of pure magic and grace. This sacred material, harvested with great care and reverence, lends the wand unparalleled potency in the realm of enchantments. Skellos, having obtained this artifact, wields it with a malevolent finesse, twisting its inherently benevolent nature to suit his necromantic purposes.
      • The wand's core is fashioned from the immaculate horn of a unicorn, symbolizing purity and magic. This choice material enhances the wand's receptivity to mystical energies, enabling it to channel and amplify magical forces with exceptional efficiency.
      • Heightened Potency for Protective Spells: The primary function of the Enchanter's Aegis is to amplify protective spells cast by Skellos. When channeled through the wand, spells designed to shield, ward, or defend are imbued with heightened potency, extending their duration and efficacy. This makes Skellos an even more formidable adversary, as his magical defenses become nigh impenetrable.
      • Curses and Dark Enchantments: Despite its benevolent origin, the Enchanter's Aegis bears the corruptive touch of Skellos's malevolence. The wand, under his control, gains the ability to cast curses and dark enchantments. Skellos can wield the wand to weave insidious spells that afflict his enemies with misfortune, binding them in malevolent chains of magical affliction.
      • Malevolent Mastery: Skellos, in his relentless pursuit of power, has mastered the art of perverting benevolent artifacts for his dark purposes. The Enchanter's Aegis, originally designed to safeguard and protect, has become a tool of malevolence in Skellos's skeletal grasp. Its pristine exterior belies the corruption within, a reflection of the necromancer's ability to subvert even the purest of magical essences.
      • Visual Manifestation: When Skellos wields the Unicorn Horn Wand, its ethereal glow takes on an ominous crimson hue, signifying the infusion of dark magic. The wand's tip pulsates with an unsettling energy, and its mere presence elicits an aura of foreboding. The contrast between the wand's celestial origin and its corrupted purpose creates a visual paradox, capturing the essence of Skellos's unholy manipulation.
      • Catalyst for Malevolence: The Enchanter's Aegis serves as a catalyst for Skellos's malevolence, allowing him to weave spells that not only shield him from harm but also sow discord and despair among his adversaries. The juxtaposition of its original purpose and its current malevolent capabilities reflects the necromancer's mastery in twisting the fabric of magic to suit his insidious desires. The Unicorn Horn Wand, once a symbol of protection, has become an instrument of darkness in the hands of Skellos, the Cruel Necromancer.
    5. Ruby Ring - Sanguine Embrace:
      • Pulsates with inner fire.
      • Enhances control over blood magic.
      • Absorbs essence of blood for necromantic purposes
      • Acts as a +3 ring of protection
    6. Human Skin Bound Spellbook - Grimoire of Tormented Arcana:
      • Bound in human skin with sinister sigils.
      • Contains dark and powerful spells.
      • Demands unsettling sacrifices for rituals.
    7. Pouch of Bone Dust: Used in various necromantic rituals and spells.

    The legacy of Skellos continues to unfold, leaving a wake of darkness and dread in his quest for the secrets that lie hidden in the distant past.

    Skellos's Personality:

    • The relentless pursuit of power has left Skellos devoid of the emotional nuances that define most beings. Consumed by his quest for the secrets of the ancient necromancer, he has shed any vestiges of compassion or empathy. Skellos's soul, if it can still be called that, is eclipsed by the shadows of his ambition. His once-vibrant elven essence has withered, replaced by a cold, and calculating demeanor that mirrors the dark energies he commands.
    • In Skellos's world, individuals are mere chess pieces on the grand board of his designs. He views others with a detached pragmatism, seeing them as tools to be manipulated or obstacles to be ruthlessly removed. The concept of camaraderie or friendship holds no value to him, and alliances are only as meaningful as the power they bring to his cause. Those who cross his path are nothing more than fleeting shadows in the greater tapestry of his ambition.
    • His interactions are marked by an unsettling efficiency. Skellos speaks with a measured cadence, each word carefully chosen to convey information or command. The absence of emotion in his voice sends shivers down the spines of those who listen, as if the very air around him is permeated with the chill of the grave. While he may articulate with eloquence, his words lack warmth, and his gaze holds no flicker of humanity.
    • Skellos's callousness extends beyond his dealings with the living. Even the undead minions under his command are regarded as disposable tools, their existence serving only to further his objectives. The concept of morality has become a distant memory, replaced by the unyielding pursuit of power at any cost. Yet, there is a magnetic force to his determination that compels both fear and reluctant admiration from those who witness the extent of his dark resolve.

    Appearance:

    • Skellos's skeletal form is a haunting spectacle that strikes terror into the hearts of those who cross his path. Cloaked in heavy black robes that seem to absorb the surrounding light, he moves with an eerie grace that defies the limitations of his undead state. The fabric hangs loosely on his skeletal frame, concealing the macabre nature of his existence.
    • His empty eye sockets glow with an unnatural, malevolent light that pierces the darkness like twin beacons of death. The ethereal radiance is a testament to the unholy powers he commands, a grim reminder of the forbidden arts that have reshaped his once-elven visage. Those who meet his gaze find themselves transfixed by the abyss within, a void that reflects the emptiness of his soul.
    • The heavy black robes billow ominously as if stirred by unseen winds, creating an aura of otherworldly dread. Wrapped in darkness, Skellos becomes a specter of doom, a harbinger of the necromantic forces that he has harnessed and now wields with unparalleled mastery. The very air around him seems to thicken, carrying the scent of decay and the foreboding presence of the undead.
    • Skellos's appearance is a manifestation of the unholy fusion of elven grace and necromantic corruption. His eerie visage is a stark reminder that he has transcended the boundaries of life and death, becoming a creature of the shadows, fueled by an insatiable hunger for the forbidden knowledge that continues to elude him.

    Background:

    Born into the secretive and enigmatic society of shadow elves, Shadralith Vel'Norren, later known as Skellos, manifested an early aptitude for the mystic arts. Recognizing his potential, a shadow elf wizard from the remote reaches of Teradryn took him under his eccentric wing. This mentor, proficient not only in conventional magic but also in the forbidden arts of necromancy, sought to unravel the mysteries of shadows and manipulate the forces of death.

    As the years unfolded, Skellos proved to be an exceptional pupil, absorbing the dark knowledge imparted by his master with an unnatural ease. His innate connection to the shadows, combined with exceptional intelligence, marked him as a formidable necromancer in the making. However, his insatiable ambition grew, fueled by whispers of a great necromancer from ancient times echoing in the corridors of his mind.

    The turning point in Skellos's life arrived when he deemed himself ready to surpass his master. Unbeknownst to his mentor, Skellos plotted a treacherous course. One fateful night, under the waxing and waning moon, he executed his master with a cold precision that mirrored the shadows he now commanded. Blind to the implications of his nefarious act, Skellos severed the thread of his master's life, unaware of the eldritch pact governing the fate of necromancers. The fallen master, Varian Shadowgaze, eternally bound by the eldritch pact, rose from death's cold grip as a Barrow Wight, inheriting memories and arcane lore. Despite being tethered to the forest and burial grounds, Varian's body was animated as one of Skellos's undead minions. The once living mentor became a macabre undead monster, a Barrow Wight, under the complete control of his former apprentice.

    Skellos's quest for the secrets in his master's scrolls led him through treacherous lands, ancient ruins, and forgotten tombs. Leaving behind a trail of animated corpses and twisted remnants, Skellos sought power at any cost. Now known as "the Cruel," his mastery over the undead terrified and captivated those who crossed his path. Tales of the Cruel Necromancer whispered through the realms, leaving darkness and dread in his wake.

    Unbeknownst to Skellos, an ancient force of benevolence observed the unfolding drama. Varian, trapped in shadowy bindings, harbored a flicker of nobility. This dormant sliver resonated with a compassionate force, seeking to liberate Varian from Skellos's influence. The force, unaware of the necromantic secret binding Skellos, empowered Varian to resist.

    Guided by this otherworldly intervention, Varian resisted Skellos's control. As the benevolent force sought to sever the connection, Varian's latent powers surged. Empowered and driven by his own will, Varian attacked Skellos and killed him, freeing himself but binding him to the spot due to his Barrow Wight nature. Thirteen days later, Skellos rose as a Lich.

    In a subsequent battle between Skellos, now a Lich, and Varian, the Lich emerged victorious. The clash of powers manifested in waves of dark and radiant energies, creating an ethereal storm within the shadowy forest. Despite Varian's spectral brilliance, Skellos's mastery proved overwhelming, and the forest fell silent once more.

    The battle had been costly for Skellos, prompting him to "fake" his death. Believed to have met his demise four and a half decades ago, Skellos found his way back into the threads of destiny. The hermit, with a penchant for the arcane, unearthed Skellos's grave and passed the stolen artifacts to four young Elven apprentices. Entrusted with these relics, the apprentices embarked on a journey infused with intrigue. A talented artist among them drew a portrait of the hermit, unknowingly revealing Skellos's identity. The High Priestess of the Church of Larini recognized the face, thought to be lost to history.

    The revelation has sparked discussions and whispers of resurrection, stolen graves, and mysterious hermits. The stolen artifacts are believed to be the keys to unlocking a chapter believed to be sealed shut. Skellos's return, casts a looming shadow over the realm, challenging perceptions and beckoning an era of unforeseen consequences. The kingdom stands at a crossroads, caught between forgotten necromantic powers and cautionary tales of a bygone era. As Skellos's silhouette looms, the kingdom holds its breath, anticipating revelations and the weight of decisions that could very well shape destinies.


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